- Event Type
- Landing Event
- Passing Event
- Input Required
- Yes (Parameter)
- Programming Language
- MIPS (Assembly)
- Source
- Custom-Made
This event comes with two downloads: one is the actual event itself, to be placed as a passing or landing event, and the other is to load a static Bowser model onto the board.
In this event, Bowser will take a Star from the player. If the player does not have a Star, they will lose a number of coins instead. This is determined by the parameter "CoinsToLose". The parameter "BowserSpace" is to be the space on which the Bowser model is standing. This allows the player model to rotate to face Bowser at the start of the event. If you don't want the player to rotate, simply delete that section of the event. The event includes 2 message boxes, one for taking a Star and one for taking coins. It incorporates a string to communicate the number of coins being taken in the message box.
The 2nd event (Model View Bowser) actively loads a Bowser model onto the board, and avoids loading another one if one is already loaded. It includes the parameter ModelSpace, which is the blank space on which Bowser will be standing. This space must not be reachable by players, or else it may cause issues.
By setting the parameter FaceForward to "true", the Bowser model will face forward (south). If set to "false", the Bowser model will be rotated to face the space decided by the parameter FacingSpace. Remember to set FacingSpace even if FaceForward is set to "true" (in that case, you can just set FacingSpace to any space, such as the ModelSpace again).
The recommended usage of this event is "Before Player's Turn" (before each player's turn); this allows it to reload Bowser as soon as possible if the model is unloaded due to circumstances such as items (Dueling Glove, Bowser Phone, etc.), minigames, or Chance Time. This is done by the event checking the null pointer, which will indicate if the model is already loaded or not, and only loading the model when the pointer reads null.
Special thanks to Airsola and Rain for their work in using offsets of the player struct and player voices! Further thanks go to PartyPlanner64 for providing the code that allows models to be actively loaded onto the board and allowing the event to check a pointer before loading the model.
This event should be Everdrive-compatible. If there are any issues, do not hesitate to let me know!
Edit Log:
EDIT (v1.1):
-The Bowser model can now face towards a specific space instead of always facing forward.