Snufit: Difference between revisions
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{{stub}} | |||
{{object_infobox_2 | |||
|title= Snufit | |||
|image= STROOP- Snufit.png | |||
|group=General Actor | |||
|group2 = Group 17 | |||
|tangibility= | |||
|draw= | |||
|gravity=0 | |||
|friction=0 | |||
|buoyancy=0 | |||
|interaction= Hit from Below | |||
|damage=2 | |||
|health= | |||
|radius=100 | |||
|height=60 | |||
|hurtbox_radius=70 | |||
|hurtbox_height=50 | |||
|offset= | |||
|coins=2 | |||
}} | |||
<!-- | |||
{{object_infobox_2 | |||
|title= Snufit Bullet | |||
|image= STROOP- Bowling Ball.png | |||
|group=General Actor | |||
|group2 = | |||
|tangibility= | |||
|draw= | |||
|gravity=0 | |||
|friction=0 | |||
|buoyancy=0 | |||
|interaction= SNUFIT_BULLET | |||
|damage=1 | |||
|health=1 | |||
|radius=100 | |||
|height=50 | |||
|hurtbox_radius=100 | |||
|hurtbox_height=50 | |||
|offset=50 | |||
|coins= | |||
}} do later--> | |||
'''Snufits''' are enemies that appear in [[Hazy Maze Cave]] (in the toxic maze) and [[Cavern of the Metal Cap]]. They hover in midair and shoot projectiles at Mario. They give two yellow coins when killed. | |||
== | ==Manipulation== | ||
The height of a Snufit oscillates based on the [[Global Timer]], so by strategically [[Pause-buffering]] the player can cause them to stay in whatever height is the most optimal. | |||
== | ==References== | ||
* [https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/snufit.inc.c Snufit behavior file] | |||
{{objects}} | |||
[[Category:Objects]] | |||
[[Category:Enemies]] |
Latest revision as of 06:20, 8 May 2021
Snufits are enemies that appear in Hazy Maze Cave (in the toxic maze) and Cavern of the Metal Cap. They hover in midair and shoot projectiles at Mario. They give two yellow coins when killed.
Snufit | |
Technical Constants | |
Object Group | General Actor |
Actor Group | Group 17 |
Physical Constants | |
Gravity | 0 |
Friction | 0 |
Buoyancy | 0 |
Hitbox | |
Interaction Type | Hit from Below |
Damage | 2 |
Radius | 100 |
Height | 60 |
Manipulation
The height of a Snufit oscillates based on the Global Timer, so by strategically Pause-buffering the player can cause them to stay in whatever height is the most optimal.