Interaction type: Difference between revisions

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An '''interaction type''' is a property that all [[object]]s have. Most objects have exactly one interaction type, but some have zero. No object may have more than one, and if one is hacked to have more than one, it will [[crash]] the game as Mario thinks that he is interacting with two different objects, each with one interaction flag, and cannot find them. Interaction types are analogous to [[Action Flag|action flag]]s, but [[Interaction Flag|interaction flag]]s are not, which can be a source of confusion.
An '''interaction type''' is a property that all [[object]]s have. Most objects have exactly one interaction type, but some, such as particle effects and platforms, have zero. No object may have more than one, and if one is hacked to have more than one, it will [[crash]] the game as Mario thinks that he is interacting with two different objects, each with one interaction flag, and cannot find them. Interaction types are analogous to [[Action Flag|action flag]]s, but [[Interaction Flag|interaction flag]]s are not, which can be a source of confusion.
==List==
==List==
{| class="wikitable sortable"
{| class="wikitable sortable"
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The Door interaction is used for [[door]]s and has a subtype used for Star Doors. When Mario interacts with a door, the game checks to make sure he is [[walking]] or [[decelerating]] before checking if he has enough [[star]]s to open it. If these conditions are met, the game initializes variables for whether to push or pull the door open and a variable for the door’s flag in the save file. If the door Mario interacts with is a regular door, then at this point Mario will either push or pull the door open. If the door Mario interacts with is a star door, a separate check is done and [[Entering Star Door|a different action]] is done for Mario to enter the star door. If the door requires stars to open, the game also runs a check for whether or not the door has been opened before in the save file. If it has not, the game runs an action where Mario uses the power of the stars to open the door. If Mario does not have the required stars, the game displays dialogue dependent on how many stars are required to open the door. In the case where the door requires 70 stars to open (in the game, the [[Endless Stairs]] star door), the game displays dialogue and then allows Mario to open the door.
The Door interaction is used for [[door]]s and has a subtype used for Star Doors. When Mario interacts with a door, the game checks to make sure he is [[walking]] or [[decelerating]] before checking if he has enough [[star]]s to open it. If these conditions are met, the game initializes variables for whether to push or pull the door open and a variable for the door’s flag in the save file. If the door Mario interacts with is a regular door, then at this point Mario will either push or pull the door open. If the door Mario interacts with is a star door, a separate check is done and [[Entering Star Door|a different action]] is done for Mario to enter the star door. If the door requires stars to open, the game also runs a check for whether or not the door has been opened before in the save file. If it has not, the game runs an action where Mario uses the power of the stars to open the door. If Mario does not have the required stars, the game displays dialogue dependent on how many stars are required to open the door. In the case where the door requires 70 stars to open (in the game, the [[Endless Stairs]] star door), the game displays dialogue and then allows Mario to open the door.
===Hurtbox 1 & 2===
===Hurtbox 1 & 2===
Hurtbox 1 & 2 are identical with their behavior. If Mario makes contact with an object, it will simply [[Knockback|knock him back]] and generally hurt him. Some examples include [[Chain Chomp]], [[Mr. Blizzard]], and [[bullet bill]]s.
Hurtbox 1 & 2 are identical with their behavior. If Mario makes contact with an object, it will simply [[Knockback|knock him back]] and generally hurt him. Some examples include [[Chain Chomp]], [[Mr. Blizzard]], and [[Bullet Bill]]s.


The only distinction between the two is solely based on what file they are in.
The only distinction between the two is solely based on what file they are in.
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This interaction is used for [[Clam]]s, [[Unagi]], and [[Bubba]] and has a subtype for if the object can eat Mario. When the interaction occurs, if the interaction has the can eat Mario subtype, Mario is [[eaten]]. Otherwise if Mario is in a state to take damage and [[knockback]], he does so. If the object has the subtype that it delays the invincibility timer, it does so.
This interaction is used for [[Clam]]s, [[Unagi]], and [[Bubba]] and has a subtype for if the object can eat Mario. When the interaction occurs, if the interaction has the can eat Mario subtype, Mario is [[eaten]]. Otherwise if Mario is in a state to take damage and [[knockback]], he does so. If the object has the subtype that it delays the invincibility timer, it does so.
===BBH Entrance===
===BBH Entrance===
This interaction is used for the [[cage]] Mario jumps into to enter [[Big Boo’s Haunt]]. When the interaction occurs, first the game checks to see if Mario is already in the act of [[entering BBH]]. If he is not, Mario stops riding or holding any objects, the object is updated to reflect that it has been interacted with, and Mario’s interacted object and used object attributes are set to the object. The game then sets Mario’s action depending on whether or not he is in the air. If Mario is in the air, Mario’s action is set so that he will spin into the BBH cage. If Mario is not in the air, his action is set so that he will jump into the BBH cage.
This interaction is used for the [[cage]] Mario jumps into to enter [[Big Boo's Haunt]]. When the interaction occurs, first the game checks to see if Mario is already in the act of [[entering BBH]]. If he is not, Mario stops riding or holding any objects, the object is updated to reflect that it has been interacted with, and Mario’s interacted object and used object attributes are set to the object. The game then sets Mario’s action depending on whether or not he is in the air. If Mario is in the air, Mario’s action is set so that he will spin into the BBH cage. If Mario is not in the air, his action is set so that he will jump into the BBH cage.
===Snufit Bullet===
===Snufit Bullet===
Used for the [[Snufit]] [[bullet]]. When the interaction occurs, the game checks that Mario is not invulnerable or wearing a [[Vanish Cap]]. If he is not but he is wearing a [[Metal Cap]], Mario takes no damage and the sound of the bullets bouncing off him plays. Otherwise, Mario takes damage without knockback, a sound plays, and his action is set based on what knockback the game determines Mario should take from the damage.
Used for the [[Snufit]] [[bullet]]. When the interaction occurs, the game checks that Mario is not invulnerable or wearing a [[Vanish Cap]]. If he is not but he is wearing a [[Metal Cap]], Mario takes no damage and the sound of the bullets bouncing off him plays. Otherwise, Mario takes damage without knockback, a sound plays, and his action is set based on what knockback the game determines Mario should take from the damage.
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{{stub}}
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This interaction is used for the [[Igloo Barrier]] object in Snowman’s Land. When the interaction occurs, the game runs a function that pushes Mario away from the object. Unusually, this interaction sets Mario’s used object attribute without updating his action, unlike every other interaction in the game. This has the potential to cause several glitches, but these cannot be performed in regular circumstances since the Igloo Barrier is the only object to use this interaction.
This interaction is used for the [[Igloo Barrier]] object in Snowman’s Land. When the interaction occurs, the game runs a function that pushes Mario away from the object. Unusually, this interaction sets Mario’s used object attribute without updating his action, unlike every other interaction in the game. This has the potential to cause several glitches, but these cannot be performed in regular circumstances since the Igloo Barrier is the only object to use this interaction.
==Special Cases==
A few objects can switch from their default interaction types in certain circumstances, mostly between hurtbox and another type.
===King Bob-omb===
[[King Bob-omb]] normally uses the Grabbable interaction type. However, after King Bob-omb is thrown onto the ground, his interaction type is changed to Hurtbox until he gets back up. This is done to prevent Mario from picking up King Bob-omb immediately after throwing him.
===Bowser===
[[Bowser|Bowser's]] body's interaction type is normally Hurtbox. However, when Bowser is defeated, his body's interaction type is changed to Text.
===Spinies===
When [[Spiny]] is walking around, its interaction type is the Spiny type. However, if Spiny is not walking around or has just been hit by Mario, it is set to the hurtbox interaction type.
===Piranha Plant===
When a Piranha Plant is sleeping, its interaction type is Bounce Top. When it is biting, its interaction type is Hurtbox.


==References==
==References==

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