Update:
• 22/10/20 : Added Section SMB1.
• 23/10/20 : Added Section SMB2.
• 11/11/20 : Added Section SMB3.
- SMB1
- ENEMIES:
- • 29 (Hammer Bros.) :
IVALA - RNG Timer
IVALB - NPC Rng
IVALC :
0 - Walking
2 - Jumping
3 - Hammer Throwing
ADVSET - None
• 93 (Piranha Plant) :
IVALA and IVALB - Plant Timer, when out of the pipe.
IVALC - Plant Timer inside the Pipe.
Obs: If the IVALC reaches 50, it stops increasing its value, until the
IVALA/IVALB reaches the value 48. If the IVALA/IVALB reaches the value 48, the IVALC returns to increase its value until it reaches 100. If the IVALC reaches 100, the values of the IVALA/IVALB will decrease until reaching 0, and thus the logic is reset.
ADVSET -
Always emerge on time = 1073741824
Stationary = 536870912
Always emerge on time + Stationary = 1610612736
• 177/176 (Fly Koopa Red & Green)
IVALA:
If Hover Up / Down is selected:
• Motion Timer :
Every time the value reaches 200 or 400 (if it reaches 400, the timer is reset), the movement is changed (Left -> Right/Up -> Down).
If Hover Left/Right is already selected:
• Motion Timer :
The Value increases, but every time it reaches 740, the value returns to 320.
IVALB -
If Hover Up / Down is selected:
It serves to create a small undulation in the Vertical.
IVALC - None
ADVSET -
Chease = 0
Jump = 1
Hover Left/Right = 2
Hover Up/Down = 3
• 260 (Firebar) :
IVALA - Unknown (Only increases its value)
IVALB - None
IVALC - None
ADVSET:
ABCCDDDEE
A : Active When level start - (1 - No | 2 - Yes)
B : Pattern - (1 - Circular | 2 - Asteroid | 3 - Three-leaved rose line | 4 - Four-leaved rose line)
CC : Radius(*16)
DDD : Initial Angle :
Angle : 0 - 090
Angle : 270 - 360
Angle : 180 - 270
Angle : 90 - 180
EE : Speed. (Ex: 2,7 = 27)
• (172/174...) All enemy hulls in the game :
IVALA:
0 - Stopped
1 - Moving
IVALB: None
IVALC:
380 - Always when on the move. Otherwise, decrease it until it reaches 0.
385 - When hit a block.
520 - Every time the player jumps on top of the hull or when the hull is being held by the player. Decreasing to 380.
ADVSET:
4 - When the hull is thrown up.- SUSHI:
- • 233/28 (Cheep Cheep SMB1) :
IVALA - Motion Timer : It serves to create a small undulation in the Vertical.
If the Advset is equal to 4:
Every time the value reaches 90 or 300 (if it reaches 300, the value becomes 90), the movement is changed (Up -> Down).
If the Advset is equal to 5:
It serves to create a small vertical motion. However, if the NPC leaves the water, the value stops rising, remaining fixed. When return to water, the value becomes zero and increases until it reaches 80, where it is reset.
IVALB -
If the Advset is equal to 3:
Every time the value reaches 90 or 210 (if it reaches 210, the value is reset), the movement is changed (Down -> Up).
IVALC :
If the Advset is equal to 1:
-1: When leaving the water.
-2: When it is falling into the Water.
If the value is -2 and the NPC falls into the water, the value will start decreasing until it reaches -10, then the value changes to 16 and starts decreasing until it reaches 0.
ADVSET:
Cheep Cheep AI:
Swim = 0
Jump = 1
Projectile = 2
Swim Leaf/Right = 3
Swim Up/Down = 4
Chease+Jump = 5
• 235 (Blooper) :
IVALA - None
IVALB - NPC Movement Timer. When the NPC is in Frame 1/3, the value becomes -40 and increases by +1 until it reaches 0, if it happens, the value changes to 40 and decreases until it reaches 0.
IVALC - None
ADVSET
Out of Water :
0 - No
1 - Yes
- BOSS:
- • 29 (Bowser SMB1):
IVALA - RNG Timer
IVALB -
Behaviors:
101 - Jump
230 - Jump + Fire
335 - Hammer
-50 - Neutral
IVALC : None
ADVSET -
Legacy Boss :
1 - Yes
0 - No
- ITENS:
- • 293 (Star) :
IVALA - None
IVALB - None
IVALC : None
ADVSET -
Enemy Combo:
1 - Yes
0 - No
• 346 (Flag Pole) :
A: (1 = Player 1 | 2 = Player 2)
IVALA - Unknown (-20003A)
IVALB -
50A - When the player is descending on the Flag Pole.
100A - When the player reaches the ground.
IVALC : None
ADVSET -
Secret Exit :
1 - Yes
0 - No
- PLATAFORM:
- • 341 (Plataform) :
IVALA:
-1 = When there is no player on top of the NPC.
2 = When being on top of the NPC.
IVALB -
50A - When the player is descending on the Flag Pole.
100A - When the player reaches the ground.
IVALC : None
ADVSET -
AAAAAABBCC:
AAAAAA: Pulley Position (Ex: -200600)
BB:
00 = A(Left)
05 = B(Right)
CC: NPC's internal configuration:
Plataform Group B(Right) and A(Left) = 2
Case formula Plataform Group B (Right) : Plataform ID * Plataform Group
Case formula Plataform Group A (Left) : Plataform ID * Plataform Group - 1
- SMB2
- ENEMIES:
- • 131/130 (Snifit):
IVALA - Attack time. When it reaches 160, the NPC fires a Projectile (NPC-133) and the value is reset.
IVALB - None
IVALC - None
ADVSET - None
• 132 (Snifit):
IVALA - When the value reaches 101, it is paused and the NPC jumps followed by a shot from a projectile (NPC-133), after this, the value increases again. When the value reaches 190, the NPC jumps, if it reaches 200, the NPC jumps again, but firing two projectiles (NPC-133) one after the other, after that, the value is reset.
IVALB - None
IVALC - None
ADVSET - None
• 206 (Spark):
IVALA and IVALC -
Direction of the NPC:
0 - Left
1 - Up
2 - Right
3 - Down
IVALB - None
ADVSET - None
• 272 (Hoopster):
IVALA - Value starts at -7 and decreases until it reaches 0.
IVALB - Vertical Direction.
Up = -8
Down = 8
IVALC - Unknown. Its value is 1
ADVSET - None
• 129 (Tweeter):
IVALA - At each jump made by the NPC, the value increases by 1. When the value reaches 3, the NPC jumps higher and the value returns to 0.
IVALB - None
IVALC - None
ADVSET - None
• 135(Bob-omb SMB2):
IVALA - NPC Explosion Time. The value increases by 1, when it arrives at 450, the NPC explodes.
IVALB :
Behavior :
Moving = 0
Stopped = 1
IVALC - None
ADVSET - Advance:
A00BB
A: Explosion Time (Ex: If it is equal to 1 frame, then 100BB)
BB: Explosion Range (Ex: If it is equal to 50 Pixel, then A0050)
• 247 (Pokey):
IVALA - When the NPC is just the head, its value is 0. When the NPC has more than one body part, its value is 8.
IVALB - None
IVALC - None
ADVSET - None
- WARP:
- • 289 (Magic Door):
IVALA - None
IVALB - None
IVALC - None
ADVSET - Warp to Section
• 288 (Potion):
IVALA - Default value 1. When it touches the ground, its value becomes 30 and decreases, when it reaches 0, it becomes NPC-289.
IVALB - None
IVALC - None
ADVSET - Warp to Section
- BOSS:
- • 262 (Mouser):
IVALA - Default value is 67 and decreases. The Value pauses at random times (RNG). When it reaches 0, its value returns to 67.
IVALB - Default value can vary between 0 and 67. Value changes whenever it changes its behavior (Jump, Walk Left/Right, Throw Bombs)
IVALC - Randomly generated value. When jumping, its value is -1. When it is falling, its value is -2. Sometimes the value increases (usually when the NPC is throwing a bomb) up to 20, then it is reset. Every time it is in the frame damage. Its value becomes: 1020, it decreases. When it reaches 1000, it will return to 0.
ADVSET - None
• 201 (Wart):
IVALA - Random value. If the value of IVALA is equal to IVALB, the NPC will release bubbles (NPC-202) from its mouth. If the value is equal to 0, it returns to a value, between 0 to 200 more or less.
IVALB - It is the NPC Attack activator. Every time the IVALA value becomes 0, the IVALB value changes between 0 and 200.
IVALC - Every time the NPC attacks, the value increases until it reaches 72, where it returns to 0. Every time it is in the frame damage. Its value becomes: 10XX
XX: IVALC
ADVSET - None
• 39 (Birdo):
IVALA - Its initial value is 120. Every time the value reaches 0, it returns between -160 to 160.
IVALB - It is the NPC Attack activator. Every time the IVALA value becomes 0, the IVALB value changes between 0 and 200.
IVALC -
NPC Direction:
Left = 0
Right = -1
Every time it is in the frame damage. Its value becomes: 1020, it decreases. When it reaches 1000, it will return to 0.
ADVSET - Default Value = 0
If the Legacy Boss is already marked:
Default value = 1
When the NPC dies, the Value becomes 3.
- VEGGIEES:
- • All Vegetables (NPC - 92,140,142,139,145,144,141,143,146)
IVALA - Default value equal to 0. When the NPC is played, its value is -1.
IVALB - None
IVALC - None
ADVSET - None
- ITEMS:
- • 241 (Time Stop)
IVALA - Default value 0. When it hits the ground, its value becomes 1.
IVALB - None
IVALC - None
ADVSET - None
• 134 (Bomb SMB2)
IVALA - Default value 0. When it hits the ground, its value becomes 1.
IVALB - None
IVALC - None
ADVSET - None
• 138 (Coin SMB2)
IVALA - None
IVALB - None
IVALC - None
ADVSET - Default value 0. When a POW is activated, its value becomes 1, gaining gravity.
- SMB3
- ENEMIES:
- • 3 (Fly Red Goomba):
IVALA - Value increases until it reaches 34, where it starts making average jumps, every time the NPC jumps, the value increases by 1. If the value is equal to 37, your jump will be higher, and if you touch the ground, your value returns to 0.
IVALB - None.
IVALC - None.
ADVSET – None.
• 244/76/161 (Fly: Goomba/Green Koopa/Red Koopa):
IVALA –
If the Advset value is equal to 0 or 4:
Its usefulness is unknown. The Value will increase by 1 without stopping.
If the Advset value is equal to 1:
The value increases by 1. If it reaches 80, the value returns 0.
If the Advset value is equal to 2:
Its default value is 80 (possibly the distance it travels from left to right and back).
If the Advset value is equal to 3:
The value increases by 1, if it reaches 430, the value returns 0.
IVALB - By default, its value is 0. However:
If the Advset value is equal to 2:
The Value increases by 1. If it reaches 740, it returns to 340.
IVALC - None.
ADVSET :
Chase = 0
Jump = 1
Hover Left/Right = 2
Hover Up/Down = 3
NPC-244 : (Drop Micro Goombas = 4)
• 37 (Thwomp SMB3):
IVALA :
When the player activates the NPC, the value becomes 1.
When it touches the floor (or wall, if the Advset is horizontal), its value increases by 1 until it reaches 68 (when the value stops increasing). If the NPC returns to its original position, return 0.
IVALB :
0 = When out of reach of NPC or When the NPC is returning to its original position
2 = When in the reach area (Before touching the ground)
IVALC - None.
ADVSET : Drop Speed + [Screen Shake] * (Vertical/Horizontal)
If it is Vertical, it returns positive (1).
If it is Horizontal, it returns negative(-1).
The "Screen Shake" box if checked, return 20.
• 47 (Lakitu SMB3):
IVALA – Value is increased by 1. If it reaches 150, the NPC plays the NPC-48 and the value returns to 0.
IVALB - None
IVALC - None
ADVSET - None
• 12 (Lava Bubble SMB3):
IVALA :
1 = When the NPC is out of your waiting point.
If the NPC is at the waiting point, the value increases by 1. If it reaches 90, the NPC will leave the waiting point.
IVALB - None
IVALC - None
ADVSET :
The "Initial Speed" Value is shown as follows:
0.1 = 10
1.0 = 100
10.0 = 1000
• 17 (Bullet Bill SMB3) :
IVALA : Its utility is unknown. Between 1 to 5
IVALB - None.
IVALC - None.
ADVSET :
If the Chase player is disabled :
The starting angle of the NPC. (Example: 90 = -90)
1 = If Chase Player is SMB3 Style
-361 = If Chase Player is SMM2 Style
• 137 (Bob-omb "Prepared") :
IVALA : Timer of the explosion of the NPC. The Value increases by 1. If the value reaches 200, the IVALB becomes 1.
IVALB - Default value is 0.
If the value is equal to 1, the NPC will explode after 50 frames.
IVALC - None.
ADVSET :
If the Chase player is disabled :
The starting angle of the NPC. (Example: 90 = -90)
1 = If Chase Player is SMB3 Style
-361 = If Chase Player is SMM2 Style
• 54 [Fighter Fly] :
IVALA : Jump time. The value increases by 1. Every time the NPC reaches 30, it will jump and if it touches the ground, the value returns to 0.
IVALB – None.
IVALC - None.
ADVSET – None.
• 259 [Roto-disc] :
[b][u] IVALA - Unknown (Only increases its value)
IVALB - None
IVALC - None
ADVSET:
[color=#000000]ABCCDDDEE
A : Active When level start - (1 - No | 2 - Yes)
B : Pattern - (1 - Circular | 2 - Asteroid | 3 - Three-leaved rose line | 4 - Four-leaved rose line)
CC : Radius(*16)
DDD : Initial Angle :
Angle : 0 - 090
Angle : 270 - 360
Angle : 180 - 270
Angle : 90 - 180
EE : Speed (Ex: 2,7 = 27)
[size=150]• 299 [Chain Chomp] :
IVALA - Moviment RNG. Base value can be between 10 and -30. Every time it reaches 0, the base value is changed.
IVALB - Base value equal to 0. If the player is in the NPC's activation area, the value becomes 1, and then it is increased by 1 until it reaches 32, then 33, and finally returns 1.
IVALC – None
ADVSET: None
• 295/334:
IVALA - Attack Delay. The base value is between 50 and 250. The value decreases by 1. Every time the value is equal to the IVALB value, the NPC will play a Boomerang and the value returns between 50 and 250.
IVALB - Attack activation point. Base value can be between 0 and 140. It is reset every time the IVALA reaches 0.
IVALC :
0 = Standard movement
2 = When jumping.
3 = When shooting a Boomerang
ADVSET: None
• 296/335:
IVALA - Attack Delay. The base value is between 50 and 250. The value decreases by 1. Every time the value is equal to the IVALB value, the NPC will play a Boomerang and the value returns between 50 and 250.
IVALB - Attack activation point. Base value can be between 0 and 140. It is reset every time the IVALA reaches 0.
IVALC :
0 = Standard movement
2 = When jumping.
3 = When shooting a Boomerang
ADVSET: Projectile ID.
• 353 (Angry Sun) :
IVALA :
Top left corner:
3 = When going to the corner of the screen.
5 = When you are getting ready to go down.
7 = When you're attacking.
10 = When you're attacking (Already near the top right corner.)
Top right corner:
2 = When going to the corner of the screen.
6 = When you are getting ready to go down.
8 = When you're attacking.
9 = When you're attacking (Already near the top left corner.)
IVALB - Initial value is 50, and decreases until it reaches 0. Right after that it increases until it reaches 340/310. If it reaches 340/310, the value returns 0 and increases until it reaches 90, where it returns to 50 and decreases by 1 until it reaches 0.
IVALC - If the IVALB reaches 340/310. the IVALC value returns 420.
ADVSET:
Angry Sun = 0
Misterious Moon = 1
Very Angry Sun = 2
Stay Delay:
1 = 10
10 = 100
100 = 1000…
• 354:
IVALA - Its function is Unknown. Its value increases by 1.
IVALB - None
IVALC – None
ADVSET: None
- SUSHI:
- • 231:
IVALA - None
IVALB - NPC Movement Timer. When the NPC is in Frame 1/3, the value becomes -40 and increases by +1 until it reaches 0, if it happens, the value changes to 40 and decreases until it reaches 0.
IVALC - None
ADVSET
Out of Water :
0 - No
1 - Yes
• 230/229 (Cheep Cheep SMB3) :
IVALA - Motion Timer : It serves to create a small undulation in the Vertical.
If the Advset is equal to 4:
Every time the value reaches 90 or 300 (if it reaches 300, the value becomes 90), the movement is changed (Up -> Down).
If the Advset is equal to 5:
It serves to create a small vertical motion. However, if the NPC leaves the water, the value stops rising, remaining fixed. When return to water, the value becomes zero and increases until it reaches 80, where it is reset.
IVALB -
If the Advset is equal to 3:
Every time the value reaches 90 or 210 (if it reaches 210, the value is reset), the movement is changed (Down -> Up).
IVALC :
If the Advset is equal to 1:
-1: When leaving the water.
-2: When it is falling into the Water.
If the value is -2 and the NPC falls into the water, the value will start decreasing until it reaches -10, then the value changes to 16 and starts decreasing until it reaches 0.
ADVSET:
Cheep Cheep AI:
Swim = 0
Jump = 1
Projectile = 2
Swim Leaf/Right = 3
Swim Up/Down = 4
Chease+Jump = 5
- ITENS:
- • 34 [Super Leaf]
IVALA - Goes to 94 and then restarts from 15
IVALB - Goes to 40 and then restarts from 1
IVALC - 0
Info: IVALA represents every full turn, go and back, the first 14 frames are just to the Leaf adjust in the air
to the position that it will stay in the next turn. ivalb represents the half turn, just go, restarts, just back
restarts, and again repeatedly. If you hit a block and the leaf fly out, both the IVAL A & B will be 0 until IVALA
starts to count and it starts to fall.
Credits by GilPotter2
• 10/103 (Coin & Red Coin) :
IVALA - None
IVALB - None
IVALC - None
ADVSET - Default value 0. When a POW is activated, its value becomes 1, gaining gravity.
• 22(Bullet Bill Launcher):
IVALA - None
IVALB - Default value equal to 0. The Value increases each time the Player holds the NPC. Otherwise, the value will be paused.
IVALC - None
ADVSET - Default value 0. When a POW is activated, its value becomes 1, gaining gravity.
• 248 (Stop Watch) :
IVALA - None
IVALB - None
IVALC - None
ADVSET - If the Player acquires the NPC, it will go to the Item box. If that same NPC leaves the Item box, its value becomes 54380.
• 238 (Stop P-Switch):
IVALA – None
IVALB - None
IVALC – None
ADVSET - If the Player acquires the NPC, it will go to the Item box. If that same NPC leaves the Item box, its value becomes 54380.
- PLANTS:
- • 8/74 (Vine):
IVALA - When the NPC is hidden, its value is 0. When the IVALC becomes 50, the IVALA value increases by 1, until it reaches 48. If the IVALC becomes 100, the IVALA value will decrease by 1, until it reaches 0.
IVALB - It does the same thing as IVALA.
IVALC - If the NPC is hidden (IVALA / IVALB = 0), the value will increase by 1, until it reaches 50 (If it reaches 50, the NPC stops hiding and the value will stop increasing). If the IVALA / IVALB reaches 48, the IVALC will increase by 1 again, until reaching 100, if so, the IVALA / IVALB values decreased by 1, until reaching 0.
ADVSET :
1073741824 = If the box "Always emerge on time" is checked
536870912 = If the box "Stationary" is checked
1610612736 = If both “Always emerge on time” + “Stationary” are checked.
• 294:
IVALA - When the NPC is hidden, its value is 0. When the IVALC becomes 110, the IVALA value increases by 1, until it reaches 48. If the IVALC becomes 160, the IVALA value will decrease by 1, until it reaches 0.
IVALB - It does the same thing as IVALA.
IVALC - If the NPC is hidden (IVALA/IVALB = 0), the value will increase by 1, until it reaches 110 (If it reaches 110, the NPC stops hiding and the value stops increasing). If the IVALA/IVALB reaches 48, the IVALC will increase again by 1 (In the meantime, the value becomes -4, so that the fireball comes out of the NPC), until it reaches 160, if so, the IVALA / IVALB will decrease by 1, until reaching 0.
ADVSET :
Projectile Type :
1 = Fireball
1001 = Iceball
If "Stationary" is already checked:
5368AA9BB
AA: Projectile Type
Fireball= 70
Iceball = 71
NPC-1 = 80 + 1
NPC-2 = 80 + 2
...
BB: Projectile Count
Disable = 00 + 12
Count - 1 = 01 + 12
...
If "Always emerge on time" is already checked:
10737AA8BB
AA: Projectile Type
Fireball= 41
Iceball = 42
NPC-1 = 51 + 1
NPC-2 = 51 + 2
...
BB: Projectile Count
Disable = 00 + 24
Count - 1 = 01 + 24
...
If "Always emerge on time" + "Stationary" is already checked:
16106AA7BB
AA: Projectile Type
Fireball= 12
Iceball = 13
NPC-1 = 22 + 1
NPC-2 = 22 + 2
...
BB: Projectile Count
Disable = 00 + 36
Count - 1 = 01 + 36
...
• 245:
IVALA - When the NPC is hidden, its value is 0. When the IVALC becomes 110, the IVALA value increases by 1, until it reaches 64. If the IVALC becomes 160, the IVALA value will decrease by 1, until it reaches 0.
IVALB - It does the same thing as IVALA.
IVALC - If the NPC is hidden (IVALA/IVALB = 0), the value will increase by 1, until it reaches 110 (If it reaches 110, the NPC stops hiding and the value stops increasing). If the IVALA/IVALB reaches 48, the IVALC will increase again by 1, until it reaches 160, if so, the IVALA / IVALB will decrease by 1, until reaching 0.
ADVSET :
Projectile Type :
1 = Fireball
-100 = Iceball
If "Stationary" is already checked:
(X)5368AA9BB
X:
Chase Settings:
Classical: +
Accurate: -
AA: Projectile Type
Fireball= 70
Iceball = 71
NPC-1 = 80 + 1
NPC-2 = 80 + 2
...
BB: Projectile Count
Disable = 00 + 12
Count - 1 = 01 + 12
...
If "Always emerge on time" is already checked:
10737AA8BB
AA: Projectile Type
Fireball= 41
Iceball = 42
NPC-1 = 51 + 1
NPC-2 = 51 + 2
...
BB: Projectile Count
Disable = 00 + 24
Count - 1 = 01 + 24
...
If "Always emerge on time" + "Stationary" is already checked:
16106AA7BB
AA: Projectile Type
Fireball= 12
Iceball = 13
NPC-1 = 22 + 1
NPC-2 = 22 + 2
...
BB: Projectile Count
Disable = 00 + 36
Count - 1 = 01 + 36
...
• 325/329:
IVALA - When the NPC is hidden, its value is 0. When the IVALC becomes 110, the IVALA value increases by 1, until it reaches 64. If the IVALC becomes 160, the IVALA value will decrease by 1, until it reaches 0.
IVALB - It does the same thing as IVALA.
IVALC - If the NPC is hidden (IVALA/IVALB = 0), the value will increase by 1, until it reaches 110 (If it reaches 110, the NPC stops hiding and the value stops increasing). If the IVALA/IVALB reaches 48, the IVALC will increase again by 1, until it reaches 160, if so, the IVALA / IVALB will decrease by 1, until reaching 0.
ADVSET :
Projectile Type :
1 = Fireball
-100 = Iceball
If "Stationary" is already checked:
(X)5368AA9BB
X:
Chase Settings:
Classical: +
Accurate: -
AA: Projectile Type
Fireball= 70
Iceball = 71
NPC-1 = 80 + 1
NPC-2 = 80 + 2
...
BB: Projectile Count
Disable = 00 + 12
Count - 1 = 01 + 12
...
• 51/52:
IVALA - When the NPC is hidden, its value is 0. When the IVALC becomes 50, the IVALA value increases by 1, until it reaches 64. If the IVALC becomes 100, the IVALA value will decrease by 1, until it reaches 0.
IVALB - It does the same thing as IVALA.
IVALC - If the NPC is hidden (IVALA/IVALB = 0), the value will increase by 1, until it reaches 50 (If it reaches 50, the NPC stops hiding and the value stops increasing). If the IVALA/IVALB reaches 64, the IVALC will increase again by 1 (In the meantime, the value becomes -4, so that the fireball comes out of the NPC), until it reaches 100, if so, the IVALA/IVALB will decrease by 1, until reaching 0.
ADVSET :
Projectile Type :
1 = Fireball
-100 = Iceball
If "Stationary" is already checked:
5368AA9BB
AA: Projectile Type
Fireball= 70
Iceball = 71
NPC-1 = 80 + 1
NPC-2 = 80 + 2
...
BB: Projectile Count
Disable = 00 + 12
Count - 1 = 01 + 12
...
• 261
IVALA - RNG value. Base value can be 170,340,280…
The value decreases by 1, until it reaches zero, where it returns between 100 and 350. If the IVALB is equal to 1, the value of the IVALA will freeze, until the IVALB returns to 0.
IVALB :
0 = Default value
1 = If the Player jumps over the NPC (The NPC will jump)
IVALC :
If Friery Walking Piranha is checked - If the player is near the NPC:
Default value of -40, and it decreases by one, until you reach 0. At random times, the NPC can spit four fireballs (NPC-246) toward the player.
ADVSET :
0 = Default Value
1 = If Friery Walking Piranha is checked
• 318:
IVALA – Its Value function is unknown. 65 = Default Value
IVALB - None
IVALC - None
ADVSET – None
- PLATFORMS:
- • 46/212:
IVALA :
If the player is over the NPC:
Delay:
NPC-46 : Default: Increases by 1 (and the IVALC value becomes 1), until it reaches 5.
NPC-212 : Default: Increases by 1 (and the IVALC value becomes 1), until it reaches 30.
Other Value: Increases by 1 (and the IVALC value becomes 1), until it reaches “Value”.
IVALB :
1 = When the NPC crosses the Delay limit
IVALC :
1 = If the player is on top of the NPC
0 = If the player is not on top of the NPC.
ADVSET – Advance: Delay.
Default = 0
• 46/212:
IVALA :
If the Spin Time and Spin Delay is zero :
Value Default = -1
If the rotation time or the rotation delay is not equal to zero:
The initial value will be 0, and will decrease until "Spin Timer Value". If the Value is the same as the Spin Timer, it will return the Spin Delay value.
If the value is negative, the NPC will spin, otherwise it will stop spinning.
IVALB - None
IVALC - None
ADVSET :
Default Value = 0
ABB
A:
Spin Timer. [Ex: Spin timer = 1 -> (1 + 9 = 10)]
BB:
Spin Delay. [Ex: Spin Delay = 1 -> (1 + 9 = 10)]
• 104:
IVALA - None
IVALB - None
IVALC - None
ADVSET :
Platform Style:
Normal Platform = 0
Drop Platform = 1 (If the Player is over the NPC, value equal to 9.)
Drop Platform = 38
• 57:
IVALA - None
IVALB - None
IVALC - None
ADVSET :
Advance: Speed.
Ex: Speed = 0,1 -> 10
Speed = 1,0 -> 100
• 304 and 305:
304:
IVALA :
If there is an NPC-305 = 2
IVALB - None
IVALC - None
ADVSET – Direction:
Up = 0
Left = 1
Right = 2
All Direction(Up-Left-Up-Right) = 3
305:
If the NPC-304 is up:
IVALA = 0
IVALB = 0
IVALC = 1
If the NPC-304 is to the left:
IVALA = 0
IVALB = 1
IVALC = 1
If the NPC-304 is to the left:
IVALA = 2
IVALB = 0
IVALC = 0
ADVSET – None.
- NPC BLOCKS:
- • 21 (Bullet Bill SMB3):
IVALA - Bullet Bill Timer. If it reaches 180, the NPC will launch a projectile.
IVALB - None
IVALC - None
ADVSET – Projectile ID
-2 : Projectil Bull’s-Eye Bill (SMM)
-1 : Projectil Bull’s-Eye Bill (SMB3)
0 : Default
• 84:
IVALA - Default value is random (<210). If it reaches 0, the NPC will drop a fireball (NPC-85), returning to 210.
IVALB - None
IVALC - None
ADVSET – None
• 58:
IVALA - Delay value. Any value above the Delay Value will return -300 (and will continue to increase).
IVALB - If the IVALA value is positive then the IVALB will increase until it reaches 4, and the Fire (NPC-339) will be created. If the IVALA is negative, the Fire will disappear until the value becomes positive.
IVALC :
1: When it's falling
0: When gaining altitude/Not in the air.
ADVSET – Delay.
• 45:
IVALA - Lifetime of the NPC. If the value reaches 1001, the NPC will disappear.
If the Player throws the NPC up, and he was able to recover the NPC, the value returns -60.
IVALB - None
IVALC :
1: When it's falling
0: When gaining altitude/Not in the air.
ADVSET – Delay.
• 340:
IVALA - The Value increases until it reaches the limit, where it returns -300.
If the value is positive, the NPC activates the fire, otherwise, the fire will disappear. The positive value limit is represented by the Delay. (Example: If the Delay stores a value of 1 second, then, when the value reaches 66, it will return to -300)
IVALB :
0: When the fire is disabled
3: When the fire is activated.
IVALC - None
ADVSET :
10100180 = A & B & C
A: Delay.
B: Size.
C: Angle.
- PEOPLE:
- • 97:
IVALA - Value used in NPC Movement.
IVALB :
1: When the NPC was not collected in the level.
9: When it has already been collected in the level.
IVALC – None.
ADVSET – None.
- BOSS:
- • 15 [Boom-Boom] :
IVALA - The value increases until it reaches 280, if this happens, the value of IVALB will increase and IVALA will stop increasing its value. If the IVALB reaches 75, the IVALA will increase again. If IVALA reaches 390, IVALA and IVALB have returned to 0, and the NPC will jump.
If the Player jumps over the NPC:
The Value returns 400 and will continue to increase. If the Value reaches 460, return 280.
IVALB :
If the value is increasing, the NPC will be in the “defensive pattern”.
IVALC – None.
ADVSET –
1: If the "Legacy Boss" is checked.
3: If the Value is equal to 1, and the NPC is killed.
• 267 [Larry] :
IVALA and IVALB –
Standard 1:
Works just like Hammer Bros.
Standard 2:
When the NPC takes damage, the value returns -70 and increases. When it reaches 370, the value will return to Standard 1.
IVALC – Value increases by 1, when IVALA and IVALB have equal values. Delay until attacking (If it reaches 60, the NPC attacks and the value is reset). Sometimes the value returns -1 (moment when the NPC jumps)
ADVSET – It is not known how the value works. It changes depending on the position between the Player and the NPC.
• 86 (Bowser SMB3):
IVALA - Indicates Action :
-1 and lower are standing
0 : Squatting
1 : Breathing Fire
2 : Hopping
3 : Bowser Bomb
4 and higher are changing direction.
IVALB - Indicates how many more times the current action (either hopping or breathing fire) will loop until next action. Forcing the variable to a negative number or forcing ivala's value to 1 or 2 will cause the action to be looped infinitely. It also works as the speed for the Bowser Bomb, maximum being 8. Interestingly, forcing this value to 8 for when Bowser Bomb is being used actually gives Bowser's drop velocity. Any numbers lower will cause him to fall slower. I have not found any way to make him fall faster through IVALS.
IVALC – Indicates how many frames until current action repeats or next action occurs. Max frames is 50.
ADVSET – 1: "Legacy Boss" is checked.
- SMW
- Coming soon.
- Misc.
- Coming soon.
- Adv.
- Coming soon.