Linking Types

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Super Mario Bros. Wonder uses a linking system for actors. That means every actor with a link, the source, is connected with a different actor, the destination. Actors can be the source or destination of multiple links.

Parameter Information Example
BasicSignal Sends a basic signal to the destination object.

(Functionality depends on the object receiving the signal.)

Most objects' functions will be triggered when receiving a basic signal.

Sending a basic signal to a LogicalAndTag will cause it to activate all of its signals.

Create Causes the destination object to spawn only when the source object is active, despawning when the signal is no longer being sent. Linking an ObjectWonderTag to a coin will cause the coin to spawn only when the WonderTag is triggered,

despawning when the tag is deactivated.

CreateRelativePos
CreateAfterDied Causes the destination object to spawn only when the source object dies. Linking a goomba to a block will cause the block to spawn when the goomba dies.
Delete Causes the destination object to spawn only when the source object *isn't* active, respawning when the signal is no longer being sent. Linking an ObjectWonderTag to a coin will cause the coin to despawn when the WonderTag is triggered,

respawning when the tag is deactivated.

Reference Causes the source object to reference the destination object.

(Functionality depends on the object)

Piranha plants will attach to a referenced pipe, moving in and out.

The arena objects in Bowser Jr.'s fights will reference Jr's current phase and attack, determining their behavior.

NextGoTo Is used with warp objects. When used, the source object will warp you to the destination object with a transition effect.

(Objects in the same area, or two areas connected with a BackgroundAreaLocator, will use a camera panning cutscene; objects in different areas will use a screen transition)

(Only the source object can be entered, making warps one-way unless linked from both sides.

Linking one pipe to another will only let you warp one way, with only the source pipe being enterable.

Linking both pipes to each other will let you warp both ways.

NextGoToParallel Ditto, but without a transition effect.

(only used for objects in the same area)

Bind Connects one object to another, tying the source object's movement to the destination's. Connecting a muncher to a goomba will cause the muncher to copy the goomba's movements.
Bind_NoRot Ditto, but the source object will not copy the destination's rotation.
Connection
Follow Causes the source object to follow behind the destination object. A coin linked to a FollowTag will follow behind it, a coin linked to the first coin will follow behind that one, and so on.
PopUp Used with PopUpTag, causing the source object to be spawned from the tag. Connecting a mushroom to a PopUpTag will cause the mushroom to spawn from the tag.
Contents Causes the destination object to hold the source object, releasing it under certain conditions.

(Only specific actors can be the contents of something)

An enemy can contain an ItemWonderHole, releasing it when defeated.

An ObjectMiniFlowerInBlock can be contained inside a block, activating when the block is hit.

A sequence of items can be connected to one another with contents links, then contained within a pull string.

A FollowTag can be contained within an enemy, dropping all its connected followers when the enemy is defeated.

NoticeDeath Sends a basic signal to the destination once the source object dies. Connecting a goomba to an AnnihilateTag will cause the tag to activate when the goomba dies.
Relocation
ParamRefForChild Sends parameters set by the source object to be referenced by the destination child object Bowser Jr. can send parameters to an ItemBubbleKoopaJr object, determining its parameters when spawned as a child.
CullingReference Used with AdditionalCullingAabbArea, causing the source object to spawn and despawn when the culling area does.

Is used when needing to spawn multiple objects at once, regardless of player position.

Connecting 3 goombas to a culling area will cause all 3 to spawn at once when the culling area loads.
EventJoinMember It allows to add a moveable character that has movement in its model. However, this member cannot be used to play. For instance, you link it with EnemyShadowMario to a RequestEventTag, and he should directly appear.
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