Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: CrystalCage

A destroyable crystal that can contain a variety of different items. Except for Coins, Star Bits and Power Stars (SMG2 only), the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. The crystal can be destroyed with most of the player's attacks as well as all enemy attacks. If a crystal object is placed inside a PlaneCollisionCube area, it will always load the CrystalCage2D model instead.

Arguments

NameTypeGamesRequired?DescriptionValuesExclusives?
Obj_arg0BooleanBothFalse

Hide Remains?: If set, the crystals that remain after destroying it will be hidden.

      Obj_arg1BooleanBothFalse

      Play Riddle SFX?: If enabled, it will play the "riddle solved" jingle when destroyed.

          Obj_arg2BooleanBothFalse

          Use Binder?: Enables collision binding if set.

              Obj_arg3BooleanBothFalse

              SW_A Disappear?: If set, it will simply disappear if SW_A gets activated while it is out of view.

                  Obj_arg4BooleanSMG2False

                  Is Falling?: Determines if the crystal falls when it spawns via SW_APPEAR.

                    • CrystalCageS
                    Obj_arg6IntegerBothFalse

                    Toad/Luma Color: The color frame of the Toad or Luma contained inside the cage.

                        Obj_arg7IntegerBothFalse

                        Item Type: The item that is displayed inside the cage. 1 Coin, 5 Star Bits and Power Stars can be spawned directly. It will play special sound effects if it contains a Toad or a Luma.

                        • -1: Nothing
                        • 0: Coin
                        • 1: Toad
                        • 2: Sling Star
                        • 3: Launch Star
                        • 4: Star Bits
                        • 5: Luma
                        • 6: Key
                        • 7: Power Star
                        • 8: 1-Up Mushroom
                        • 9: Goomba
                        • 10: Blue Star Chip
                        • 11: Yellow Star Chip
                        • 12: Silver Star
                        • 13: Grand Star
                        • 14: Life Mushroom

                          Switches

                          NameGamesRequired?Description
                          SW_APPEARBothFalse

                          The object will appear when this switch is activated.

                          SW_DEADBothFalse

                          Gets activated once it is destroyed.

                          SW_ABothFalse

                          Forces the Crystal to be destroyed once this switch gets activated.

                          SW_AWAKEBothFalse

                          The object will become visible and resume movement when this switch is activated.

                          Properties

                          NameGamesRequired?DescriptionExclusives?
                          GroupBothFalse

                          Registers crystals of the same object type, but the group is never used for anything.

                            ClippingGroupSMG2False

                            Objects in this group are always clipped together.

                            • CrystalCageS
                            DemoCastBothFalse

                            The object takes part in the cutscene.

                              AppearPowerStarSMG2False

                              Spawned after destroying it. Requires Obj_arg7 to be set to 7.