Tip: If your level contains elements that temporarily change the music to a global song (such as a P-Switch or a Star), said music will not stop playing after the intended end time if the music bypass setting is set to 00.
A carryable POW switch similar to the one from SMB2. When triggered, and depending on a certain define in the ASM, it will either stun/kill sprites on ground like when you do a cape smash, or turn sprites on screen into coins, just like when you hit the goal tape in the end of a level.
The switch is carryable, too, and depending on the extra bit, you should either press it to trigger it or
throw it against something with a certain speed.
An optional ExAnimation file is also included, as well as a JSON file for PIXI 1.2 users.
Note that if carried through a pipe, it'll turn into a regular SMW blue POW, so you may want to avoid that.
I'm experiencing an issue where Mario is constantly being 'bumped' if he stands on top of the POW.
I'm using !EffectType = 0 and setting the Extra Bit on the sprite.
Is it just me?
Works pretty much as presented. The only problem is the P-switch reuse bug which works on it too (and additionally also becomes a non-functional p-switch if Yoshi eats the smoke) so I would suggest you to update the sprite and make it inedible once pressed.
Yet another update was made. Now you can make it behave even closer to SMB2 by setting the extra bit - this makes it so you can ride the sprite, and throw it away to activate it.
Also added a define so instead of turning sprites into coins, you stun/kill sprites on ground just like a cape smash does.
This sprite is already made in Davros’s SMW Items 1.1. Can you please remove it and make it act like Son’s Mario Bros. Arcade POW block when you throw the sprite on the ground? And don’t turn all sprite into coins.
Fixed sprite interaction with question/turn/similar blocks and added a new check that makes the sprite turn into a coin when carried through the goal, except when it's pressed.
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