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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
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.