#Tour files are loaded onto the tournament select field on the main menu #They contain a set number of "tour stops" that they players play through #Each tour stop consists of a map, mode and goal #If a map is not on the user's machine, it will choose a random map #Modes #0 = Classic #1 = Frag #2 = Time Limit #3 = Jail #4 = Coins #5 = Stomp #6 = Eggs #7 = CTF #8 = Chicken #9 = Tag #10 = Star #11 = Domination #12 = King of the Hill #13 = Race #14 = Owned #15 = Frenzy #16 = Survival #17 = Greed #18 = Health #19 = Card Collection #20 = Phanto Chase #21 = Shyguy Tag #1000 = Pipe Minigame #1001 = Boss Minigame #1002 = Boxes Minigame #Version 1.8.0.0 #Mode Options #0 - Classic #On Kill - 0 for respawning on kill, 1 for shield and player keeps playing #Scoring - 0 for all kills and 1 for push kills only #1 - Frag #On Kill - 0 for respawning on kill, 1 for shield and player keeps playing #Scoring - 0 for all kills and 1 for push kills only #2 - Time Limit #On Kill - 0 for respawning on kill, 1 for shield and player keeps playing #Scoring - 0 for all kills and 1 for push kills only #Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block #3 - Jail #Style - 0 for Classic, 1 for Owned and 2 for Free For All #Free Timer - None = 1, all other numbers greater than 1 are number of frames the jail will last (example: 620 is about 10 seconds) #Tag Free - 0 = Off, 1 = On #Percent Jail Key - number between 0 and 100 indicating the percent chance that a jail key will appear from a powerup block #4 - Coins #Penalty - 0 = Off, 1 = On #Quantity - any number greater than 0 #Extra Coins - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block #5 - Stomp #Rate - Relates to the number of frames between spawns. The smaller the number, the faster the spawning (example: 30 is "Very fast" and 120 is "Slow") #Goomba Weight - any positive number including 0, used in conjunction with the other weights below. If goomba rate is 2 and koopa and cheep cheep is 1, then there will be a 50% chance the next enemy will be a goomba (2 + 1 + 1 = 4, 2 / 4 = 50%) #Koopa Weight - any positive number including 0 #Cheep Cheep Weight - any positive number including 0 #Red Koopa Weight - any positive number including 0 #Spiny - any positive number including 0 #Buzzy Beetle - any positive number including 0 #Paragoomba - any positive number including 0 #Parakoopa - any positive number including 0 #Red Parakoopa - any positive number including 0 #6 - Eggs #Red Eggs - number of red eggs to play with #Green Eggs - number of green eggs to play with #Yellow Eggs - number of yellow eggs to play with #Blue Eggs - number of blue eggs to play with #Red Yoshis - number of red yoshis to play with #Green Yoshis - number of green yoshis to play with #Yellow Yoshis - number of yellow yoshis to play with #Blue Yoshis - number of blue yoshis to play with #Explosion Timer - number of seconds until eggs explode - 0 for off any positive number is the number of seconds (5 is 5 seconds until explosion) #7 - CTF #Speed - 0 = stationary, -1 = stationary and no reposition, any number greater than 0 causes bases to move. The larger the number, the faster they go. #Touch Return - 0 = Off, 1 = On #Point Move - 0 = Off, 1 = On #Auto Return - 0 = No auto return, any number greater than 0 is the number of frames before it returns (example: 620 is about 10 seconds) #Need Home - 0 = Off, 1 = On #Center Flag - 0 = Off, 1 = On #8 - Chicken #Show Target - 0 = Off, 1 = On #Chicken Glide - 0 = Off, 1 = On #9 - Tag #Touch Tag - 0 = Off, 1 = On #10 - Star #Time - any number greater than 0, number of seconds between scores #Star Type - 0 = Ztar, 1 = Shine, 2 = Multi Shine, 3 = Random #Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block #11 - Domination #Quantity - 1 to 10 is that number of bases, 11 to 18 is #Players - 1 to #Players + 6, 19 on up is 2xPlayers - 3 on up #Relocate - 0 = Never, all other numbers greater than 1 are number of frames until the bases relocate (example: 620 is about 10 seconds) #Lose Bases on Death - 0 = Off, 1 = On #Move Bases on Death - 0 = Off, 1 = On #Steal Bases on Death - 0 = Off, 1 = On #12 - King of the Hill #Size - number greater than 1 (example: 3 for 3x3 base) #Relocate - 0 = never, all other numbers greater than 0 are number of frames until the zone moves (example: 620 is about 10 seconds) #Max Multiplier - 1 = no multiplier, all numbers 2 through 10 is the maximum multiplier that the player can achieve #13 - Race #Quantity - any number greater than 1 #Speed - 0 = stationary, any number greater than 0 causes bases to move. The larger the number, the faster they go. (2 is "Very Slow" and 6 is "Fast") #Penalty - 0 = none, 1 = one goal, 2 = all goals #14 - Owned - None #15 - Frenzy #Limit - 0 = single card (like old bob-omb mode), 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up #Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds) #Store Shells - 0 = Off, 1 = On #Bob-omb Powerup Weight - any positive number including 0, used in conjunction with the other weights below. If star powerup rate is 2 and flower is 3 and 1up is 1, then there will be a 33% chance the next powerup will be a star powerup (2 + 3 + 1 = 6, 2 / 6 = 33%) #Fire Flower Powerup Weight - any positive number including 0 #Hammer Powerup Weight - any positive number including 0 #Feather Powerup Weight - any positive number including 0 #Boomerang Powerup Weight - any positive number including 0 #Ice Wand Powerup Weight - any positive number including 0 #Bomb Powerup Weight - any positive number including 0 #Leaf Powerup Weight - any positive number including 0 #P-Wings Powerup Weight - any positive number including 0 #Tanooki Powerup Weight - any positive number including 0 #POW Powerup Weight - any positive number including 0 #MOd Powerup Weight - any positive number including 0 #Bullet Bill Powerup Weight - any positive number including 0 #Podoboo Powerup Weight - any positive number including 0 #Green Shell Powerup Weight - any positive number including 0 #Red Shell Powerup Weight - any positive number including 0 #Spiked Shell Powerup Weight - any positive number including 0 #Buzzy Shell Powerup Weight - any positive number including 0 #Random Powerup Weight - any positive number including 0 #16 - Survival #Thwomp Weight - any positive number including 0, used in conjunction with the other weights below. If thwomp rate is 2 and podoboo and bowser fire is 1, then there will be a 50% chance the next hazard will be a thwomp (2 + 1 + 1 = 4, 2 / 4 = 50%) #Podoboo Weight - any positive number including 0 #Bowser Fire Weight - any positive number including 0 #Density - number relating how fast the hazards appear, the smaller the number the faster they come (10 is "High" and 40 is "Very Low") #Speed - any number greater than 0. The larger the number, the faster they go. (2 is "Very Slow" and 8 is "Very Fast") #Shield - 0 = Off, 1 = On #17 - Greed #Coin Life - time until coins disappear - number of frames until the bases relocate (example: 620 is about 10 seconds) #Own Coins - 0 = player cannot collect his own coins, 1 = he can #Multiplier = how many coins are released from players, 1 = 0.5x normal, 2 = normal amount, 4 = 2x, 6 = 3x, ect. #Extra Coins - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block #18 - Health #Start Life - Number of hearts each team starts with - number between 1 and 10 #Max Life - Number of hearts that a team can collect up to - number between 1 and 10 #Percent Extra Life - Percent chance a special heart powerup will spawn from a powerup block - number between 0 and 100 #19 - Card Collection #Limit - 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up #Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds) #Bank Time - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds) #Card Life - 0 = no cards released, any number greater than 0 is the amount of time in frames that a card lives for (example: 310 is about 5 seconds) #20 - Phanto Chase #Phanto Speed - Any positive number, the bigger the greater the speed (5 is normal, 2 is very slow and 7 is very fast for example) #Yellow Phanto Quantity - Number of yellow phantos from 0 on up #Red Phanto Quantity - Number of red phantos from 0 on up #Green Phanto Quantity - Number of green phantos from 0 on up #21 - Shyguy Tag #Suicide Tag - 0 = Off, 1 = On #Tag Transfer - 0 = Touch Only, 1 = Kills Only, 2 = Touch and Kills #Free Time - 0 = instant, any number greater than 0 is the amount of time in frames (example: 310 is about 5 seconds) #1000 - Pipe Minigame #No Options #1001 - Boss Minigame #Boss Type - 0 = Hammer, 1 = Bomb, 2 = Fire #Difficulty - 0 = Very Easy, 1 = Easy, 2 = Moderate, 3 = Hard, 4 = Very Hard #Hit Points - Any number greater than 0. This is the number of hits required to kill the boss. #1002 - Boxes Minigame #No Options #Tour Stops (maximum 10 stops) #Map,Mode,Goal,Points,Bonus Wheel,Name,Options(see above) subcon,7,10,2,1,1st Stop,5,1,0,0,0,0 0smw,16,20,1,0,2nd Stop,1,5,0,8,4,1 treefort,15,15,1,0,3rd Stop,3,310,0,2,1,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0