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Zone Activation Switch (168, rev. 1)
By  Hiccup on 10-19-12, 07:54 am
Category 'Event controllers', known, fully documented
In NSMBwii's editor this is called "Event Controller - "If" (Uses locations)"

-Set Enemy and/or Mario zone to 255 to ignore zone (can be triggered anywhere in level).
-Setting Enemy zone means all enemies in zone must be killed to trigger 168.
-Mario type only allows with selected types, but other rules still apply.
-Using an output ID of 62 will make blue coins that appear where Mario goes.
-A good way to test this sprite or any other non visible activator is to create a 197 block with the same ID. Enter the 168 zone and see if the block gets created when you want it to.
Data files: none
Sprite fields:
Output ID: value at nybble 2-3. 0=disable
Inside Zone: list at nybble 11: 0=Start output ID,1=Stop output ID. This is how the sprite will act once in the zone.
Input ID: value at nybble 0-1. 0=disable
Outside Zone: list at nybble 10: 0=Stop ID,1=Start ID,2=Toggle stop/start. This sprite recieves an Input ID. This selects how it will start when an input ID is received. 0 will be default as an ID already recieved.
Mario type: list at nybble 8: 0=Any Mario,1=Small Mario,2=Super Mario,3=Fire Mario,4=Mega Mario,5=Mini Mario,6=Blue Shell Mario,7=Starman
Mario zone activation: list at nybble 9: 0=Entering zone,1=Touching ground,2=In air only. This sets how switch is triggered.
Enemy Kill Zone ID: value at nybble 6-7. 255 to ignore the status of this zone
Mario Zone ID: value at nybble 4-5. 255 to ignore the status of this zone
Event Controller - "If" (Uses zones) (168, rev. 2)
By  Hiccup on 10-19-12, 04:55 pm
Category 'Event controllers', known, fully documented
(no description)
Data files: none
Sprite fields:
Output ID: value at nybble 2-3. 0=disable
Inside Zone: list at nybble 11: 0=Start output ID,1=Stop output ID. This is how the sprite will act once in the zone.
Input ID: value at nybble 0-1. 0=disable
Outside Zone: list at nybble 10: 0=Stop ID,1=Start ID,2=Toggle stop/start. This sprite recieves an Input ID. This selects how it will start when an input ID is received. 0 will be default as an ID already recieved.
Mario type: list at nybble 8: 0=Any Mario,1=Small Mario,2=Super Mario,3=Fire Mario,4=Mega Mario,5=Mini Mario,6=Blue Shell Mario,7=Starman
Mario zone activation: list at nybble 9: 0=Entering zone,1=Touching ground,2=In air only. This sets how switch is triggered.
Enemy Kill Zone ID: value at nybble 6-7. 255 to ignore the status of this zone
Mario Zone ID: value at nybble 4-5. 255 to ignore the status of this zone