View changes for revision:                                                                                                                           
Timed input to output activator (167, rev. 0)
Starting revision
Category 'Event controllers', known, fully documented
This sprite does not count through IDs like the 268 does. It only uses the input ID to activate the output ID. From there you can have the output activate when the input is activated, and then output again the opposite on/off after the timer. Or you can set it so the output will not activate at the same time as the input, it waits the set time, and then activates the output . I guess this is used for sprites like the 168 where they ran out of nybbles to set a time function. Or for when you want to activate two sprites by only hitting one switch...Or simply to delay an ID from being sent out.
Data files: none
Sprite fields:
Output ID: value at nybble 2-3. 0=disable
Input ID: value at nybble 0-1. 0=disable
Switch Mode: list at nybble 10: 0=One time use,1=Multiple use,2=Reset after use
Input activation: list at nybble 7: 0=Input activates Output ID,1=Disable. Don't get this either??? Why create a sprite and then disable it???
Input/Output Mode: list at nybble 6: 0=Input/Timer/output,1=In+Out/ Timer/ Out
Invert Timed Mode: checkbox at nybble 11 with mask 1. I don't understand why this is necessary. You can just change the timed mode to do exactly the same thing.
Sec. between IDs: value at nybble 4-5
Timed input to output activator (167, rev. 1)
By  Hiccup on 10-19-12, 07:53 am
Category 'Event controllers', known, fully documented
In NSMBwii editor it is called Event Controller - Chainer (If X, Do Y)

This sprite does not count through IDs like the 268 does. It only uses the input ID to activate the output ID. From there you can have the output activate when the input is activated, and then output again the opposite on/off after the timer. Or you can set it so the output will not activate at the same time as the input, it waits the set time, and then activates the output . I guess this is used for sprites like the 168 where they ran out of nybbles to set a time function. Or for when you want to activate two sprites by only hitting one switch...Or simply to delay an ID from being sent out.
Data files: none
Sprite fields:
Output ID: value at nybble 2-3. 0=disable
Input ID: value at nybble 0-1. 0=disable
Switch Mode: list at nybble 10: 0=One time use,1=Multiple use,2=Reset after use
Input activation: list at nybble 7: 0=Input activates Output ID,1=Disable. Don't get this either??? Why create a sprite and then disable it???
Input/Output Mode: list at nybble 6: 0=Input/Timer/output,1=In+Out/ Timer/ Out
Invert Timed Mode: checkbox at nybble 11 with mask 1. I don't understand why this is necessary. You can just change the timed mode to do exactly the same thing.
Sec. between IDs: value at nybble 4-5