SMB Style(With Offset)
Offsets are used when the graphic of the NPC changes according its "advanced setting". For example, the Flag Pole and the Directional Platform (npc-305) use it.
SMB3 Style(With Offset)
It's the same as above but with the difference that you can set left and right facing sprites too. None of the NPCs use this code.
SMB2 Style(With Offset)
The same as above but you can set grabbing sprites too.
SMB Loop
It plays the frames from first to last, and then going back to the first frame. For example, the Rinka has 4 frames and it uses this framestyle, its frames are shown this way:
- Spoiler
Bubbles also use this framestyle.
9-SMB3 Loop
Same as SMB Loop but you can set facing left/right sprites. None of the NPCs use this.
Z-Position
It's the rendering priority, it's a value between 0 and 1. The lower the value is, the more render priority it has. For example, the player has a z-pos of 0.45 (or a near value, I don't remember) so if you set a bgo/npc a z-pos value lower than that, it will render over the player.
BlendMode
Known also as "Mixing mode". You can learn more about it here:
https://en.wikipedia.org/wiki/Blend_modesIn a few words, blend mode is a way to rendering layers' over others. You may understand it better if you test the blend modes by yourself.
NoNPCCollision
It completely disables NPC Collision with other NPCs. NPCBlockSide just makes the NPC face the opposite direction when they collide with each other, but NoNPCCollision will completely remove collisions with other NPCs.
NoSectionWrap
When "Section Wrap" is enabled, if the NPC has "NoSectionWarp" set to true it won't be able to wrap to the opposite side of the section. (If you don't know what Section Wrap is, it means that when the player reaches the borders of the section it appears in the opposite side. Well is NPCs has NoSectionWrap enabled they won't appear on the opposite side of the section, and will go off-screen.)
About ForceCheck I haven't figure out what it does.