Documentation:Objects
From LMHack
Author(s)
weirdboo
Description
A list of all the objects you can spawn with the jump table objinfo.
Independent Objects
Objects that will load at the coordinates specified with no conditions required. Note that file locations starting with /data/ are located in root/Game/game.szp on NTSC-J, root/Game/game_usa.szp on NTSC-U, and root/Game/gameX.szp on PAL (there's five archives, one for each language). File locations starting with /mapX/ are located in root/Map/mapX.szp.
Name | File Location(s) | Model/Image File(s) | Animation File(s) | Description | |
---|---|---|---|---|---|
chandelier | /data/kh_effect | ps_ball.bti | N/A | A spherical white glow that's used to make the lights bulbs in the game seem more realistic. The size of this light can surprisingly be increased with scale_x, the only time the scale field is useful in any jump table. | |
coin | /data/kt_static/coin.bmd | coin.bmd | coin_ef.pcr | An ordinary coin that will not disappear until Luigi collects it. Since coins are affected by gravity, the coin will only rest until it hits collision. | |
/data/kh_effect/coin_ef.pcr | |||||
fire/sfire | /data/kh_effect | ps_ball.bti | candle_fat.pcr | Candle Types | |
candle_high.pcr | |||||
candle_kie.pcr | |||||
candle_moe.pcr | |||||
candle_vio.pcr | |||||
candle_yure.pcr | |||||
burn | /data/kh_effect | honoo1.bti | danro_fire.pcr | (UNUSED) Object version of the flames found in the Study's fireplace and the Roof's campfire. It does not react to being doused with water. | |
ps_ball.bti | danro_hinoko.pcr | ||||
funsui | /map2/j3d_effect/funsui | funsui.bmd | funsui.btk | The water fountain in the Courtyard. funsui is the water effect, not the fountain model itself located in root/Iwamoto/map2/room_23.arc. | |
iceroom | /data/kh_effect | star4_i.bti | iceroom_kira.pcr | Light blue sparkle effects that cover the entire room it's loaded into. | |
net | /map2/j3d_effect/d44_snet | snet_a.bmd | snet_a.bck | An infinitely respawning spider web that Luigi can vacuum and break apart. | |
snet_b.bmd | snet_b.bck | The broken apart version of the spider web. This cannot be spawned on its own. | |||
snet_b.brk | |||||
richroom | /data/kh_effect | star4_i.bti | richroom_kira.pcr | Gold sparkle effects that cover the entire room it's loaded into. | |
river | /map2/j3d_effect/river | water.bmd | water_1.btk | The green river in the Pipe Room. It has no collision, but when sprayed with ice and frozen, flag 64 will be turned ON. This will make sure the river stays frozen. | |
water_2.btk | The frozen version of the river. This can be spawned on its own as long as flag 64 is turned ON. | ||||
spaceroom_al | /data/kh_effect | star8_i.bti | spaceroom_al.pcr | Background stars in the containing room. This one has more detail. | |
spaceroom_as | glow2_i.bti | spaceroom_as.pcr | Background stars in the containing room. This one is a tiny dot. | ||
spaceroom_bl | star8_i.bti | spaceroom_bl.pcr | Foreground stars in the containing room. This one has more detail. | ||
spaceroom_bs | glow2_i.bti | spaceroom_bs.pcr | Foreground stars in the containing room. This one is a tiny dot. | ||
taki | /map2/j3d_effect/k15-taki | taki.bmd | taki.btk | The waterfall in the Pipe Room. Like the river, taki is simply aesthetic and has no collision. It will be disabled when Flag 63 is turned on. |
Dependent Objects
These types of objects can only be loaded in a special way.
Name | File Location(s) | Model/Image File(s) | Animation File(s) | Description |
---|---|---|---|---|
boseki | /map2/j3d_effect/d58_bosekief | bosekief.bmd | bosekief01.btk | The blue glow that loads onto Bogmire's tombstone with move type 25 once Flag 74 has been turned ON (after the three Skeleton Ghosts are defeated). |
bosekief02.btk | ||||
bosekief03.btk | ||||
eldoor01-06 | /data/kh_effect | hokori4.bti | door_f.pcr | Fires that can be placed onto doors (the door number is given in arg0). These fires prevent Luigi from opening the door from any direction until they are extinguished with fire. |
kaen_ok.bti | door_s1.pcr | The smoke stage of the fires once they have been extinguished with water. This cannot be spawned on its own. | ||
door_s2.pcr | ||||
eldoor07 | /map2/j3d_effect/d55_kekkai | kek_a.bmd | kek_a.btk | The Area 1 purple forcefield. It can be removed once Luigi has collected the key for the door number given in arg0 and has progressed to Area 2 via the <ACCOUNT> tag. Once the forcefield is removed, the spikes covering the door will disappear.
|
eldoor08-10 | kek_b.bmd | kek_b.btk | The Area 2-4 purple forcefields. They can be removed once Luigi has collected the key for the door number given in arg0 and has progressed to the proper Area via the <ACCOUNT> tag. Once a forcefield is removed, the spikes covering the door will disappear.
| |
warp | /data/kh_effect | star6_ex.bti | key_kira.pcr | Tiny sparkle effects that only show up when the containing room is lit. These were originally used on Spooky's dog house and the tree stump in the Graveyard to indicate that Luigi could use his GBH on them. |
Invisible Trigger Objects
These objects are invisible and only work once used in an event.
Name | File Location(s) | Model/Image File(s) | Animation File(s) | Description |
---|---|---|---|---|
effect | /data/kh_effect | obake_s4.bti | ev_ent_kie.pcr | When <EFFECT>"effect_CodeName""ev_ent_kie" is used in an event, the effect entry will allow the disappearing ghost effect to activate at the coordinates specified.
|
ice_smok.bti | kagusuka.pcr | When <EFFECT>"effect_CodeName""grime" is used in an event, the effect entry will allow a large dust effect to activate at the coordinates specified.
| ||
ps_ball.bti | sui_warp_a.pcr | When <EFFECT>"effect_CodeName""kp_sui" is used in an event, the effect entry will allow Bowser's breath effect to activate at the coordinates specified. Unlike all of the other types, this one requires two PCR's and two BTI's.
| ||
ice_smok.bti | sui_warp_b.pcr | |||
hokori4.bti | obk_sui_s_a.pcr | When <EFFECT>"effect_CodeName""telesa_nuk" is used in an event, the effect entry will allow King Boo's disappearing effect to activate at the coordinates specified.
| ||
biriri.bti | bbbm_a.pcr | When <EFFECT>"effect_CodeName""ereki" is used in an event, the effect entry will allow the larger lightning static effect to activate at the coordinates specified.
| ||
biriri.bti | boba.pcr | When <EFFECT>"effect_CodeName""ereki_s" is used in an event, the effect entry will allow the smaller lightning static effect to activate at the coordinates specified.
| ||
heffect | /map3/kh_effect | fireworks.bti | fireworks.pcr | Training Room fireworks. By using the <EFFECT> tag along with hanabiS, hanabiM, hanabiL, or hanabiLL, the size of the fireworks can be adjusted.
|
fireworksb.pcr | ||||
fireworksr.pcr | ||||
fireworksy.pcr |
Deleted Objects
These objects don't work anymore, but they used to.
Name | Files Used | File Location(s) | Description |
---|---|---|---|
psmoke | N/A | N/A | Seems like it used to be the purple flames seen in the Fortune-teller's Room and the Secret Altar. However, these purple flames are hardcoded now. |