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The <code>WorldMapInfo</code> contains all the files that decide how a World Map looks and functions. == General Properties == The <code>WorldMapInfo</code> files consist of the Main Parameters, many Sub Nodes, and even further nodes continuing from there. {| class="wikitable" |+Main Parameters !Position !Parameter !Type !Information !Example Data |- |WorldMapInfo/ |WorldKind |String |There is a default for this parameter. |<code>Default</code> |- |WorldMapInfo/ |WorldNameLabel |String |Internal label that points to world name. |Usually formatted as <code>WorldName00X</code>. |- |WorldMapInfo/ |WorldNo_ |String | | |} {| class="wikitable" |+Sub Nodes !Position !Parameter !Type !Information !Example Data |- |WorldMapInfo/ |CourseTable |Array |Manages the entries of stages. (Stages can be courses or cut-scenes) |<code>CourseTable</code> holds many <Dictionary>'s. |- |WorldMapInfo/ |DummyPointTable |Array | |<code>DummyPointTable</code> holds many <Dictionary>'s. |- |WorldMapInfo/ |GateTable |Array |Manages path blockades. (Rocks, bridges, and piranha plant world gates) |<code>GateTable</code> holds many <Dictionary>. |- |WorldMapInfo/ |MiniMapIconOffset |Dictionary | |<code>MiniMapIconOffset</code> holds three Single's. |- |WorldMapInfo/ |MiniMapTexturePathTable |Array | |<code>MiniMapTexturePathTable</code> holds a System.String. |- |WorldMapInfo/ |NextGoToDokanTable |Array | |<code>NextGoToDokanTable</code> holds many <Dictionary>'s. |- |WorldMapInfo/ |NpcTable |Array |Manages npc's. (Shops or random poplins) |<code>NpcTable</code> holds many <Dictionary>'s. |- |WorldMapInfo/ |PropellerFlowerTable |Array |Manages propeller flowers. (The location and way to unlock them) |<code>PropellerFlowerTable</code> holds many <Dictionary>'s. |- |WorldMapInfo/ |SubregionTable |Array |Manages camera subregions. |<code>SubregionTable</code> holds many <Dictionary>'s. |- |WorldMapInfo/ |WholeCameraParam |Dictionary |Manages the general camera settings. |<code>WholeCameraParam</code> holds a <Dictionary>. |- |WorldMapInfo/ |WorldMapTable |Array |Manages the warps between worlds, as well as the label displayed when standing on one. |<code>WorldMapTable</code> holds many <Dictionary>'s. |} == CourseTable == As said in General Properties, the <code>CourseTable</code> manages the entries of stages. (Stages can be courses or cut-scenes) == DummyPointTable == == GateTable == As said in General Properties, the <code>GateTable</code> manages path blockades. (Rocks, bridges, and piranha plant world gates) == MiniMapIconOffset == == MiniMapTexturePathTable == == NextGoToDokanTable == == NpcTable == As said in General Properties, the <code>NpcTable</code> manages npc's. (Shops or random poplins) == PropellerFlowerTable == As said in General Properties, the <code>PropellerFlowerTable</code> manages propeller flowers. (The location and way to unlock them) == SubregionTable == As said in General Properties, the <code>SubregionTable</code> manages camera subregions. == WholeCameraParam == As said in General Properties, the <code>WholeCameraParam</code> manages the general camera settings. == WorldMapTable == As said in General Properties, the <code>WorldMapTable</code> manages the warps between worlds, as well as the label displayed when standing on one. {| class="wikitable" |+Dictionary Properties |- !Position !Parameter !Type !Information !Example Data |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |DispDist |Single |The positional offset of the world label. |Example: <code>130</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |DispLabelDir |String |The direction the world label is offset. |Examples: <code>Left</code>, <code>LeftUp</code>, <code>Up</code>, <code>RightUp</code>, <code>Right</code>, <code>RightDown</code>, <code>Down</code>, <code>LeftDown</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |DispMargin |Single |The marginal offset of the world label text. (0 is the left edge of the icon) |Example: <code>-30</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |DispUIDir |String |The direction the world label's UI icon is offset. |Examples: <code>Left</code>, <code>LeftUp</code>, <code>Up</code>, <code>RightUp</code>, <code>Right</code>, <code>RightDown</code>, <code>Down</code>, <code>LeftDown</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |EnterPointId |String |The internal label of the warp being traveled to. |Defaults to <code>WorldMap01</code>. Usually formatted as <code>WorldMapXX</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |IsDispLabel |Boolean |If true, displays the world label, otherwise displays an 'A' prompt. (Pipes will always have an 'A' prompt) |Defaults to <code>True</code>. Examples: <code>True</code>, <code>False</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |Key |String |This warp's key value. (Used in other warps' EnterPointId) |Usually formatted as <code>WorldMapXX</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |StagePath |String |A link to the [[Filesystem/romfs/Stage/StageParam|StageParam]] file of the world being traveled to. |Usually formatted as <code>Work/Stage/StageParam/WorldXXX.game__stage__StageParam.gyml</code>. |- |WorldMapInfo/WorldMapTable/<Dictionary>/ |UseTransitWorldUI |Boolean |If true, shows the overworld transition graphic during the loading screen. |Defaults to <code>False</code>. Examples: <code>True</code>, <code>False</code>. |} == Folders == * None == Files == {| class="wikitable" !Filename !Format !Information |- |World001.game__stage__WorldMapInfo.bgyml |BGYML |World 1 |- |World002.game__stage__WorldMapInfo.bgyml |BGYML |Petal Isles |- |World003.game__stage__WorldMapInfo.bgyml |BGYML |World 2 |- |World004.game__stage__WorldMapInfo.bgyml |BGYML |World 3 |- |World005.game__stage__WorldMapInfo.bgyml |BGYML |World 4 |- |World006.game__stage__WorldMapInfo.bgyml |BGYML |World 5 |- |World007.game__stage__WorldMapInfo.bgyml |BGYML |World 6 |- |World008.game__stage__WorldMapInfo.bgyml |BGYML |Bowser World (Area Inside of Bowser Castle) |- |World009.game__stage__WorldMapInfo.bgyml |BGYML |Special World |}
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