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MameMuimuiScorer

Super Hackio edited this page Nov 28, 2023 · 4 revisions

Four new Obj Args were added to allow further customization of Ice Skating minigames. There is also a new BCSV file called RemapList.bcsv. The Sequence.bcsv file has also been updated!

Field Type Status Description
ObjArg0 INT32 The score the player has to beat in order to complete the minigame.
Default: 500
ObjArg1 INT32 Same as
GLE-V2
The time limit (in seconds) that the player has left to complete the challenge.
This timer can optionally be cancelled after all available sequences have been used.
Default: 40
ObjArg2 INT32 Same as
GLE-V2
[REQUIRED]
Indicates which file in ObjectData to use. For example, set this to 1 to use ObjectData/MameMuimuiScorerLv1.arc, set to 2 to use ObjectData/MameMuimuiScorerLv2.arc, etc.
This setting lets you have more than just 2 unique sets of Gummit sequences.
ObjArg7 BOOLEAN Same as
GLE-V2
[REQUIRED]
The Power Star Id that this object belongs to.
This setting allows multiple ice skating challenges in the same galaxy.

A GLE ready MameMuimuiScorerLv1.arc is available for download. Click Here to download it.
If you want to change the number, make sure you change the archive's Root name as well. (This can be done with WiiExplorer)

PositionList.bcsv

This BCSV is unchanged from the game and contains positions for gummits to spawn.

Note: These positions are RELATIVE to the object's location in the zone.

Sequence.bcsv

GLE-V2 added a new field to this BCSV called Time. This field defines how long the Gummit sequence will stay out for before changing. If the player defeats all non-spiky Gummits before this timer runs out, the current sequence ends prematurely, and the next one starts.
The very last BCSV entry has a different use for this field, however. It can be one of two options:

  1. Define which BCSV Entry to loop back to
  2. Be set to -1 so the minigame ends early.

RemapList.bcsv

This list was hardcoded in the vanilla game. It basically defines how to randomize the positions of the Gummits. The BCSV Field is a repeatable field, with the name format of Pattern%d, starting at Pattern1, then going Pattern2. etc. The more you add, the more variations the game will pick. The amount of BCSV Entries should be equal to the amount of Gummit positions, and the value in each cell is the position index to remap to.

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