The bunny NPC that runs away from the player after talking to it. If it runs away from the player directly after talking to it, a cutscene will play as long as the points it jumps on have Point_arg7 set to -2. When the player catches it, it spawns a Power Star. This requires a properly configured Scenario entry.
Name | Type | Games | Required? | Description | Values |
---|---|---|---|---|---|
Point_arg0 | Integer | Both | False | Jump: Whether it jumps at this point or not. Default is -1. |
|
Point_arg1 | Integer | Both | False | Jump Start Time: The delay before it starts jumping. Default is 20. | |
Point_arg2 | Integer | Both | False | Jump Time: How long it takes to perform a full jump. Default depends on the distance between the points. | |
Point_arg3 | Float | Both | False | Jump Height: How many units it jumps up. Default is 100. | |
Point_arg7 | Integer | Both | False | Selectability: Decides whether it can move to this point or not. Default is -1. |
|
Name | Games | Required? | Description |
---|---|---|---|
SW_A | Both | False | Registered but never used. |
Name | Games | Required? | Description | Values |
---|---|---|---|---|
Message | Both | False | The text dialogue's label format is TrickRabbit%03d, where %03d is the text message ID. |
Name | Games | Required? | Description | Values |
---|---|---|---|---|
Rail | Both | False | The path that it moves on. The subpaths it moves on have to be linked to the main path using Path_ID. However, the control points of all paths will be ignored, meaning that the path segments are always linear. | |
AppearPowerStar | Both | True | Spawned after catching it. | |
Camera | Both | False | Used when it runs away from the player after talking to it. |
Name | Games | Description |
---|---|---|
Player2Targetable | SMG2 | Can be targeted and frozen by player 2. |
SearchTurtle | Both | Red Koopa Shells and Gold Shells home in on this object. |
MoveLimitCollision | Both | The collision binder also checks for MoveLimit collision. |