Key
Click here to go directly to the id table
Things in tag | Information | Meaning |
---|---|---|
# | number | number like 0, 1, 2… can be decimal like 0.5 |
§ | string (a text chain) | string don't need quote |
? | unknow value type | |
<entity> | entity id+tag | ex : e1{size:200} |
#[%] | number in %. ( 100 mean 100%) | number in %. 100 mean 100% |
#[m] | number in meter | 1 meter = 1 block |
#[px] | number in px | 16 px = 1 block. Divide a px by 16 and you get meter |
#[tick] | number in tick | The game inside time. The game run by default at 19 tick pers second. This value can be changed later on when pressing P when playing |
#[°] | number in degree ° | |
#[coef] | number. Coefficient | similar to % but 1 mean 100% instead of 100. (rarely used) |
#[px/tick] | number in px/tick |
Things used in this document | Meaning | Authors | ||
---|---|---|---|---|
→ | right | ego-lay_atman-bay | ||
← | left | -TSTD- | ||
↑ | up | |||
↓ | down | |||
? | missing information | |||
↺ | counter-clockwise | |||
↻ | clockwise | |||
Apply on : | Project URL | Scratch User | Forum (Level Code) : | Note |
Super Mario Maker V.6 Beta | https://scratch.mit.edu/projects/218481168/ | by -TSTD- | https://scratch.mit.edu/discuss/topic/298548/ | Some tag are missing but it is mostly complete |
Expanded Super Mario Maker v.6s | https://scratch.mit.edu/projects/424176481/ | by ego-lay_atman-bay | https://scratch.mit.edu/discuss/topic/400334/ | Partially adapted |
Enities
ID | Name | Tags | Expanded smmv.6 tags | Only in Expanded smmv.6 | Tag examples | Info | Default Dispawn Range (px) | Author comment |
---|---|---|---|---|---|---|---|---|
Common Entity Tag (CET) | CET are tags that work on most entities. It doesn't mean that those tags work for all entities, but they work for a lot of them | |||||||
Common Entity Tag (CET) | {x:#[meter]} | {x:17} | x position in meter. Automatically generated when loading the block. Override it can allow weird spawning behavior | |||||
Common Entity Tag (CET) | {y:#[meter]} | {y:09} | y position in meter. Automatically generated when loading the block. Override it can allow weird spawning behavior | |||||
Common Entity Tag (CET) | {size:#[%]} | {size:100} | size is in %. 100 = normal size | |||||
Common Entity Tag (CET) | {fall:#[px/tick]} | {fall:8} | max fall speed in px/tick. Positive value : ↓. Negative value ↑ | |||||
Common Entity Tag (CET) | {weight:#[px/tick]} | {weight:0.5} | fall decrease value in px/tick. Positive value : ↓. Negative value ↑. Use negative value to make the entity fly (or fall to the top of the screen) | Sorry for that. Some tag aren't "normalized" everywhere | ||||
Common Entity Tag (CET) | {speed:#[px]} | {speed:2} | entity moving speed in px/tick | |||||
Common Entity Tag (CET) | {direction:?} | {direction:right} | possible values : "right", "left", or sometime it is a number 1 (right) or 0 (left) | |||||
Common Entity Tag (CET) | {dispawn:#[px]} | {dispawn:32} | ||||||
Common Entity Tag (CET) | {on_track:§} | {on_track:yes} | Values : "yes, "no" | |||||
Common Entity Tag (CET) | {direction_track:#[°]} | {direction_track:90} | 90° = →. -90° = ← . 0° = ↑. 180 = ↓ . Apply to entity on track | |||||
Common Entity Tag (CET) | {speed_track:#[px/tick]} | {speed_track:0.2} | Speed when on track . Apply to entity on track | |||||
Common Entity Tag (CET) | {speed_x:#[m]} | {speed_x:0.2} | The speed it moves | |||||
Common Entity Tag (CET) | {fall_y:#[m]} | {fall_y:0.2} | The speed it falls | |||||
e# | Entity | *** | *** | *** | *** | *** | *** | |
e1 | Piranha Plant | 96 | ||||||
e2 | Goomba | {jump_tick:#[tick]} | {jump_tick:20} | Turns into a paragoomba with this tag. It waits the specified tick, and jumps, and repeats. | 128 | |||
{hp:#} | {hp:3} | number of hits the goomba can endure before he died | ||||||
{costume:#} | {costume:1} | 1 is pumpkin face goomba | ||||||
{direction:#} | {direction:1} | 0 = →. 1 = ← | ||||||
e3 | Koopa | {type:§} | {type:red} | possible values : "green", "red" . Red koopa doesn't fall on the edge of ground | 128 | |||
{direction:#} | {direction:1} | 0 = →. 1 = ← | ||||||
{speed:#[m]} | {speed:0.2} | |||||||
e4 | Koopa Shell | {type:§} | {type:red} | possible values : "green", "red", and ??? *secret* | 128 | |||
{direction:#} | {direction:1} | 0 = →. 1 = ← | ||||||
e5 | Parakoopa | {type:§} | Do not use the {size:} tag with this id, unless you're in ego-lay_atman-bay's remix | 320 | ||||
{x_speed:#} | ||||||||
{x_max:#} | ||||||||
{y_speed:#} | ||||||||
{y_max:#} | ||||||||
e6 | Spiny | {direction:#} | {direction:1} | 0 = →. 1 = ← | 96 | |||
e7 | Hammer Brother | {type:§} | 160 | Who don't like Hammer Bro ? | ||||
{delay_shoot:#[tick]} | {delay_shoot:4} | Delay when shooting. If several hammer bros have the same "time_shoot" value and the same "delay_shoot" value, then they will shoot at the same time. Change this value to desynchronize them. | ||||||
{time_shoot:#[tick]} | {time_shoot:8} | Time shoot hammer frequency in tick. Low number close and >= to 1 means high frequency. | ||||||
{jump_time:#[tick]} | {jump_time:32} | Jump frequency in tick. Make the hammer brother jump each X tick | ||||||
{contain:<entity>} | {contain:i1} | Hammer bro throws the id in this tag | ||||||
e8 | Bloopers | {slide:#[coef]} | {slide:0.5} | Bloopers X velocity are multiply by this value each tick | 96 | |||
{tick_slide:#[tick]} | {tick_slide:64} | Slide frequency in tick | ||||||
{delay_slide:#[tick]} | {delay_slide:17} | Delay when sliding. ( Similar to Hammer Brother "delay_shoot" tag) | ||||||
{angle:#[°]} | {angle:45} | Slide angle in ° | ||||||
e9 | Boo | {ghost_effect:#[px]} | {ghost_effect:75} | Ghost transparency effect. 100 = invisible. 0 = visible | 256 | |||
{ghost_effect_move:#[%]} | {ghost_effect_move:50} | Ghost transparency effect when moving. 100 = invisible. 0 = visible PARTIALY BROKEN (fixed in ego-lay_atman-bay's remix) |
||||||
{ghost_effect_stop:#[%]} | {ghost_effect_stop:0} | Ghost transparency effect when not moving. 100 = invisible. 0 = visible PARTIALY BROKEN (fixed in ego-lay_atman-bay's remix) |
||||||
{sway_speed:#[px]} | ||||||||
{sway:#[px]} | ||||||||
e10 | Boo Circle | {angle:#[°]} | ||||||
{type:#} | {type:1} | Boo circle have different way to rotate. Value from [1;6] | 192 | |||||
{speed:#} | ||||||||
{range:#[meter]} | ||||||||
{height:#[meter]} | ||||||||
{height_speed:#} | ||||||||
{width:#[meter]} | ||||||||
{width_speed:#} | ||||||||
e11 | Red Cheep Cheep | NOT CODED | ||||||
e12 | Thwomp | {rise:#[px/tick]} | {rise:8} | Thomps velocity after smashing the ground (when they move up to get back where they where) | ||||
{wait:#[tick]} | {wait:96} | When they detect the player below, they wait for X tick before smashing the ground | ||||||
{distance:#[meter]} | {distance:2} | Extra X distance added (left and right) to their hitbox to know if the player are below them. | ||||||
e13 | Yellow Cheep Cheep | NOT CODED | ||||||
e14 | NOT CODED | |||||||
e15 | Bullet Bill | {direction:§} | {direction:right} | left or right (no numbers here) | 96 | |||
e16 | Red Bullet Bill | {direction:§} | {direction:right} | left or right (no numbers here) | ||||
e17 | Lava Bubble | {bound:#} | Speed it takes to go back up | 224 | ||||
e18 | Fuzzy | {x_speed:#} | ||||||
{x_height:#} | ||||||||
{y_speed:#} | ||||||||
{y_height:#} | ||||||||
e19 / e20 | Burner Fire & Blue Fire | {time:#[tick]} | {time:#64} | Fire duration | 128 | |||
{angle:#[°]} | {angle:90} | Fire angle | ||||||
{delay:#[tick]} | ||||||||
{turn:#} | ? Fire rotation/tick | |||||||
{turn_speed:#} | ? | |||||||
{type:#} | {type:2} | |||||||
e21 | NOT CODED | |||||||
e22 | Lakitu | {type:#} | {type:2} | 512 | <- for more fun. | |||
{tag1:#} | ? Sometime entity can have so many type that some tag can be used to store different stuff based on the type of the entity. | |||||||
{tag2:#} | ? | |||||||
{tag3:#} | ? | |||||||
{shoot_time:#[tick]} | ||||||||
{delay:#[tick]} | ||||||||
{contain:<entity>} | {contain:e1{size:200}} | Lakitu throws the entity in this tag | ||||||
{copy:§} | {copy:yes} | Values : "yes", "no". If "yes" the lakitu will throw a perfect copy of itself if there is also a {contain:} tag with anything as the value | ||||||
e23 | Saw | {rotate:#[°]} | {rotate:1} | The speed it rotates, has no affect on gameplay (just a visual difference) | 96 | |||
e24 | Bowser | NOT CODED | ||||||
e25 | NOT CODED | |||||||
e26 | NOT CODED | |||||||
e27 | NOT CODED | |||||||
e28 | NOT CODED | |||||||
e29 | NOT CODED | |||||||
e30 | Bowser Jr | {level:#} | {level:5} | Difficulty level. Automatically adapt some other tag based on the number | 1024 | <- Come on, he is a boss ! | ||
{hp:#} | {hp:6} | number of hit Bowser Jr can endure before he died | ||||||
{start_move:#} | ||||||||
{start_attack:#} | ||||||||
{attack_tick_#:#[tick]} | {attack_tick_1:32} | Attack tick duration. The first # is the attack id | ||||||
{variant_#:#[tick]} | ? | |||||||
{jump:#[px]} | ||||||||
{jump_shell:#[px]} | ||||||||
{throw_contain:<entity>} | {throw_contain:i1} | Bowser jr. throws this instead of hammers. Put "mario" for angled at mario, "less_x" for less speed, meaning less angle. | ||||||
{drop:<entity>} | {drop:i9} | Spawns whatever entity is in the tag when Bowser Jr. dies. | ||||||
e31 | NOT CODED | |||||||
e32 | Chargin Chuck | {hp:#} | number of hit the entity can endure before he died | 512 | One of my favorite entity | |||
{type:§} | {type:jump} | Values : "normal", "walk", "jump" | ||||||
{wall_hit:§} | {wall_hit:no} | Possible values, "yes", "no". If yes, when it hits a wall, it will take damage, if no, it won't take damage. | ||||||
{direction_switch:§} | {direction_switch:no} | Possible values, "yes", "no". If yes, it will always run toward mario, if no, it will only run toward mario when stopped. | ||||||
i# | Item | *** | *** | *** | *** | *** | *** | |
i0 | Coin | {speed x:#[px/tick]} | /!\ for some reason I put an space instead of a _ in the tag name | 192 | ||||
i1 | Super Mushroom | {direction:#} | 0 = →. 1 = ← | |||||
i2 | 1-up | {direction:#} | ||||||
{sonic:yes} | {sonic:yes} | When Mario touches this, he turns into sonic without getting another life | ||||||
i3 | Mystery Mushroom | {direction:#} | yes | {direction:1} | 0 = →. 1 = ← | |||
{costume:#} | yes | {costume:1} | 0 = mario, 1 = luigi, 2 = toad, 3 = toadette. When this tag is not in the id, it will choose a random character. | |||||
i4 | Fire Flower | Gives mario the fire flower powerup | ||||||
i5 | Rotten Mushroom | yes | Moves towards mario, can jump up to 2 blocks high, and when mario eats it, he will get damaged. | |||||
i6 | Spring | {sprite:23} | {sprite:23} | Custom sprite for spring. Can be changed to any entity sprite, even a bowser sprite! It takes the number that you put in, and does this calculation, ((6 * num) - 6) and adds that result to the costume number of the spring, which is 243 and if the type is horizontal, adds 3 to that number, and then switches costumes to that result. | 96 | Originally I was testing to add different skin for entity. I started with spring, and so I created this tag. At the end it is mainly used for troll usage ^^ | ||
{type:§} | {type:horizontal} | Values : "vertical", "horizontal" | ||||||
i7 | Hammer | {direction:§} | {direction:right} | Possible values, "left", "right" | 64 | |||
i8 | Projectile | {sprite:§} | {sprite:red} | Values : "black", "red", "fire". Can be a canon bullet or a small fire flame | 128 | |||
{angle:#[°]} | ||||||||
i9 | Key | |||||||
i10 | Bouncy Cloud | One of my creation ^^ | ||||||
i11 | Mushroom/Fireflower | {direction:#} | {direction:1} | When Mario is small, it is a mushroom. When Mario's big, it's a fireflower. 0 = →. 1 = ← |
||||
i12 | Yoshi Egg | {contain:<entity>} | {contain:i1} | 96 | ||||
{type:#} | {type:2} | 1 is normal, 2 waits for Mario to touch it before hatching | ||||||
{wait:#[tick]} | {wait:64} | Waiting time in tick before yoshi egg hatch | ||||||
i13 | Yoshi | PARTIALLY CODED | ||||||
i14 | Feather | 128 | ||||||
i15 | P-Switch | yes | When Mario jumps on it, it turns all coins to flip blocks and all flip blocks to coins for a certain amount of time. This item can be held. | 96 | ||||
i16 | Stone Block | yes | Mario can hold this, but is also heavy, so mario can't jump as high | 96 | ||||
i19 | Fireball | {speed:#[m]} | {speed:0.1} | 96 | ||||
{direction:§} | {direction:left} | Directions include left, right, and mario. If you set the value to "mario" it moves towards mario when loaded (does not change directions) | ||||||
{damage_mario:#} | {damage_mario:1} | 1 to have it damage mario, don't put the tag to not damage mario | ||||||
b# | Block ( Entity ) | *** | *** | *** | *** | b# entity can't be loaded normaly. Use 52{contain:<entity>} where <entity> start with b | *** | |
b0 | Cannon | {direction:#[°]} | The cannon points in this direction | 192 | ||||
{type:#} | Number from 1-6, 1 is normal type, 2 always points towards mario, 3 rotates with a speed specified by the tag1 tag, 4 rotates a bit, 5 rotates a number of degrees specified by the tag1 tag after each time it shoots | |||||||
{tag1:#} | ||||||||
{tag2:#} | ||||||||
{wait:#[tick]} | Shoot frequency in tick | |||||||
{delay:#[tick]} | Shoot desynchronization in tick | |||||||
{power:#[coef]} | Speed the entity will get shot out. | |||||||
{contain:<entity>} | The entity that will be shooted | |||||||
{number:#} | Number of entity shooted | |||||||
{color:§} | Values "red", "black". If the contain tag don't have value, then it check for the color of the bullet to load (i8) | |||||||
{angle_shoot:#[°]} | Angle multiple entities will get shot out. | |||||||
{wait:#[tick]} | {wait:20} | It will wait this amount of tick before shooting | ||||||
{delay:#[tick]} | {delay:10} | Amount of tick between shots | ||||||
b1 | Spiky Ball | {lenght:#} | It is spelled wrong, but there's no changing it after a few years | |||||
{type:#} | 1 = normal, 2 = sways back and forth, 3 = nothing | |||||||
{tag1:#} | ||||||||
{tag2:#} | ||||||||
{delay:#[tick]} | ||||||||
b2 | Fire Ball | {range:#} | ||||||
{tick+:#} | ||||||||
{direction:#} | ||||||||
{length_max:#} | ? | |||||||
b3 | NOT CODED | |||||||
b4 | Burner | {type:#} | 128 | |||||
{rotate:#[°]} | ||||||||
{turn:#[°]} | ||||||||
{contain:<entity>} | ||||||||
{shoot:#[tick]} | ||||||||
{shoot_delay:#[tick]} | ||||||||
{delay:#[tick]} | ? | |||||||
{sprite:§} | Possible values, "red", "blue" | |||||||
b5 | Platform | A bit complex to customize | ||||||
{type:§} | {type:normal} | Values : "normal", "circle" | ||||||
{movement:§} | {movement:normal | See the platform tags table for movement values and more tags. | ||||||
b6 | Goal tape | {secret:§} | Values : nothing : normal exit, "yes" : secret exit. (Forgot to code the "yes") | |||||
b7 | Solid block | Like the solid block, but as an entity, which means that it can move on tracks | ||||||
b8 | Lava/Poison | {type:#} | yes | {type:2} | 1 = lava, 2 = poison |
Platform Tags
type | movement | tags | example | info |
---|---|---|---|---|
normal | ||||
{length:#[m]} | {length:2} | |||
normal | ||||
{x_speed:#[px]} | {x_speed:3} | |||
{y_speed:#[px]} | {y_speed:3} | |||
{x_length:#[m]} | {x_length:10} | |||
{y_length:#[m]} | {y_length:4} | |||
x | ||||
{x_speed:#[px]} | {x_speed:0.3} | |||
{x_length:#[m]} | {x_length:10} | |||
{tick_add:#[tick]} | {tick_add:10} | tick offset | ||
y | ||||
{y_speed:#[px]} | {y_speed:3} | |||
{y_length:[m]} | {y_length:7} | |||
{tick_add:[tick]} | {tick_add:10 | tick offset | ||
add | ||||
{add_x:#[px]} | {add_x:2} | moves that speed on the x axis forever (or until unloaded) | ||
{add_y:#[px]} | {add_y:2} | moves that speed on the y axis forever (or until unloaded) | ||
add_irregular | like the normal movement, but instead of turning around after slowing down, it keeps going. | |||
{x_speed:#[m]} | {x_speed:0.2} | |||
{y_speed:#[m]} | {y_speed:0.2} | |||
{x_length:#[coef]} | {x_length:0.2} | |||
{y_length:#[coef]} | {y_length:0.2} | |||
wait | ||||
{fall_max:#[px]} | {fall_max:2} | the speed it falls | ||
{weight:#[px]} | {weight:2} | |||
{falling:§} | {falling:yes} | possible values, "yes", "no". If yes, it starts out falling instead of waiting until mario stands on it | ||
{speed:#?} | The speed it moves on tracks. Add the {speed_track:0} tag to make it not move until mario touches it. Larger numbers are slower than smaller numbers. | |||
circle | ||||
{length:#[m]} | {length:5} | |||
normal | ||||
{turn:#[°]} | {turn:2} | The value is the amount of degrees it turns ↻ per tick (so make it negative for ↺) | ||
touch_press | ||||
{turn:#[°]} | ||||
modulo | ||||
{turn:#[°]} | {turn:5} | The amount of degrees it turns ↻ | ||
{modulo:#[tick]} | {modulo:5} | The amount of tick between each turn, default is 16 | ||
{delay:#[tick]} | {delay:10} | The amount of tick plus the value in the modulo |
A huge thanks to @-TSTD- for making the base table (and actually making it look good).