A green TV that displays the player's screen. It can be used to replay some pre-recorded inputs after talking to it which is usually used to teach the player some gameplay elements. The object will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive.
Name | Type | Games | Required? | Description | Values |
---|---|---|---|---|---|
Obj_arg0 | Integer | SMG2 | False | PAD File & Spawn ID: The index of the Galaxy's Dreamer%d.pad file to use, where %d is this argument's value. This also specifies the spawn point for the player. | |
Obj_arg1 | Integer | SMG2 | False | Required Deaths: The number of deaths required in the currently selected mission for it to appear. Default is -1 which means it requires SW_APPEAR to appear. |
Name | Games | Required? | Description |
---|---|---|---|
SW_APPEAR | SMG2 | False | Appears when this switch is activated. |
SW_A | SMG2 | False | Activated or deactivated depending on the used event flow node. |
SW_B | SMG2 | False | Activated or deactivated depending on the used event flow node. |
SW_AWAKE | SMG2 | False | Enables rendering and resumes updates when this switch is active. |
Name | Games | Required? | Description | Values |
---|---|---|---|---|
Message | SMG2 | False | The text dialogue's label formats are Dreamer%03d and DreamerEnd%03d, where %03d is the text message ID. If set to -1, the dialogue from SceneCommonMessage will be used if present. | |
EventFunc | SMG2 | False | Object-specific behavior for EventFunc event flow nodes. |
|
Name | Games | Required? | Description | Values |
---|---|---|---|---|
MarioFaceShipNpcRegister | SMG2 | False | Can be registered to a Starship Mario object appearance event. |
Name | Games | Description |
---|---|---|
SearchTurtle | SMG2 | Red Koopa Shells and Gold Shells home in on this object. |