Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: Caretaker

A robotic NPC that can be talked to. It can also quest the player for some specific task and make a Power Star appear using event flows. In order to spawn the Power Star, a properly configured Scenario entry as well as a dialogue with flow nodes need to be set up.

Arguments

NameTypeGamesRequired?DescriptionValues
Obj_arg0IntegerBothFalse

Event Type: The special event behavior to be used. Value 2 is broken as he does not carry the actual tool.

  • -1: Nothing
  • 0: Bomb/Fire Flower challenge
  • 1: Spawn Power Star
  • 2: Spawn Power Star with tool animation
Obj_arg1IntegerBothFalse

Mini-game Timer for Mario: How much time the player has during a mini-game. Default is 30. In SMG1, this is only used when playing as Mario.

    Obj_arg2IntegerSMG1False

    Mini-game Timer for Luigi: How much time the player has during a mini-game when playing as Luigi. Default is 30.

      Obj_arg3IntegerBothFalse

      Color Frame: The color frame to be used.

      • -1: Green
      • 1: Red
      • 2: Blue
      • 3: Yellow
      Obj_arg4IntegerBothFalse

      Behavior: How it behaves when talking to it.

      • -1: Normal
      • 1: Sad, hands and gear move slowly
      • 2: Head spins around
      • 3: Surprised
      • 4: Bouncing gear
      • 5: Panicking
      • 6: Panicking & damaged

      Switches

      NameGamesRequired?Description
      SW_APPEARBothFalse

      Appears when this switch is activated.

      SW_ABothFalse

      If activated, the player wins the mini-game after the timer runs out.

      SW_BBothFalse

      Gets activated when the mini-game was failed.

      SW_AWAKEBothFalse

      Enables rendering and resumes updates when this switch is active.

      Talking

      NameGamesRequired?DescriptionValues
      MessageBothFalse

      The text dialogue's label format is Caretaker%03d, where %03d is the text message ID.

        EventFuncSMG2False

        Object-specific behavior for EventFunc event flow nodes.

        • 0: Spawn Power Star
        • 1: Kill player
        • 2: Replace number variable with Purple Coin count
        • 3: Reset scene
        • 4: Replace number variable with high score
        AnimeFuncSMG2False

        Object-specific behavior for AnimeFunc event flow nodes. This can be used only if Obj_arg0 is set to 0!

        • 0: Start "TalkNormal" animation
        • 1: Start "TalkAngry" animation
        • 2: Start "TalkCry" animation
        BranchFuncSMG2False

        Object-specific behavior for BranchFunc branch flow nodes. If Obj_arg0 is set to 0, only function 0 can be used!

        • 0: Has 0 Purple Coins? (Obj_arg0 is not 0) / SW_A activated? (Obj_arg0 is 0)
        • 1: Has 1 to 49 Purple Coins?
        • 2: Has 50 to 79 Purple Coins?
        • 3: Has 80 to 89 Purple Coins?
        • 4: Has 90 to 94 Purple Coins?
        • 5: Has 95 to 100 Purple Coins?
        • 6: Has 100 Purple Coins?

        Setup

        NameGamesRequired?DescriptionValues
        RailBothFalse

        The optional path that it can move on.

          GroupBothFalse

          Used to group several trash piles for use with the bomb mini-game.

            AppearPowerStarBothFalse

            Gets spawned after triggering a special message flow.

              CameraBothFalse

              Registered but never used.

                MarioFaceShipNpcRegisterSMG2False

                Can be registered to a Starship Mario object appearance event.

                  Properties

                  NameGamesDescription
                  YoshiTargetableSMG2

                  Can be targeted and licked by Yoshi.