Difference between revisions of "Pikmin 2 area generator file"

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m (Rewritten in some places to make things a bit more clear.)
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| {dwfl} (downfloors: weight blocks and paper bags) || <code>x #沈み人数 </code><br><code>x #type </code><br><code>x # 1:seesaw</code><br><code>{XXXX} # id</code> || <code>沈み人数</code>: weight required to press. Only used if <code>1:seesaw</code> is 0. The weight is visible on seesaw blocks but has no effect.<br><code>type</code>: 0=small block, 1=large block, 2=paper bag<br><code>1:seesaw</code>: 0=press permanently, 1=seesaw.<br><code>id</code>: Only used for seesaw blocks. Set 2 blocks to the same ID to pair them.  
 
| {dwfl} (downfloors: weight blocks and paper bags) || <code>x #沈み人数 </code><br><code>x #type </code><br><code>x # 1:seesaw</code><br><code>{XXXX} # id</code> || <code>沈み人数</code>: weight required to press. Only used if <code>1:seesaw</code> is 0. The weight is visible on seesaw blocks but has no effect.<br><code>type</code>: 0=small block, 1=large block, 2=paper bag<br><code>1:seesaw</code>: 0=press permanently, 1=seesaw.<br><code>id</code>: Only used for seesaw blocks. Set 2 blocks to the same ID to pair them.  
 
|-
 
|-
 +
| {pkhd} (Sprout) ||  || Spawns a random color sprout.
 +
|-
 +
| {mitu} (Nectar) ||  || Spawns a nectar, occasionally spawns a spray instead.
 
|}
 
|}
  

Revision as of 01:42, 15 July 2022

To do: Determine how the files in loop work, and verify that the information written regarding the gen files is correct.

An area's generator files can be found in /user/Abe/map/*. Amongst these, the loop and nonloop folders, as well as the defaultgen.txt, initgen.txt, and plantsgen.txt contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use Notepad++ and check the encoding in the bottom right.

The loop and nonloop folders have intriguing file-naming formats. They indicate a range of days, where the day numbering is one less than what day is displayed to players. For example, consider the following files in tutorial/nonloop: 1-2.txt, 1-4.txt, 2-2.txt, 3-9.txt. On day 3, the entities in the first 3 files will run their generation procedure, but not the entities in 3-9.txt. Files in loop are similar, but somewhat more complicated, and require more research.

Example
# generatorMgr <Generator(Default)>
{v0.1} 	# version
0.000000 0.000000 0.000000 	# startPos
0.000000 	# startDir
34 	# 34 generators
# 宇宙船
{
	{v0.1} 	# version
	0 	# reserved
	0 	# 復活日数
	137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 	# <宇宙船>
	-331.454987 80.000000 1228.323975 	# pos
	0.000000 0.000000 0.000000 	# offset
	{item} {0002} 	# onyn
	{
		{onyn} 	# item id
		0.000000 -171.524994 0.000000 	# rotation
		{0001} 	# item local version
		4 	# onyon index
		1 	# after boot? true==1
	}
	# gen base
	{
		{_eof} 
	}
}

Header

Each file starts with a line titled # generatorMgr <Generator(Default)>. Under this is, {v0.1}, which denotes the format of the file. The coordinates next to startPos seem to be useless. Under startDir is a number (in this case 34, the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash.

Entity

Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above # pos seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself, EXCEPT for # reserved which if set to zero, the object will only ever load once, and # 復活日数 underneath that, which controls how many days it takes to respawn(if set to zero, it will respawn always, even after leaving a cave). The numbers next to # pos are the entity's x, y, and z coordinates. To find a point's coordinates in a level use 3ds Max or Yoshi2's Pikmin 2 Gen Editor. In # offset are more x y z coordinates that will "offset" or move the entity over more by the amount specified. Under that is the Entity's class, for example {item} {0002}. Further still under that in the brackets is the # item id. Finally, entities have 3 # rotation values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity's unique parameters. There are multiple types of Entities in the Overworld, with differing parameters. These include...

Entity categories

  1. "{item} {0002}"
    • Includes the Hocotate Ship, the Onions, Caves, Weight Blocks, Paper Bags, Gates, Rock Clogs, Nectar Grass, Nectar Pebble, Bridges, Burgeoning Spiderwort, Spiderwort Mold, and the Ujadani.
  2. "{piki} {0001}"
    • Includes the main five types of Pikmin.
  3. {teki} {0005}
    • Includes all things in the Piklopedia/entities that can spawn in caves.
    • An enemy with a treasure in it is part of this group and has a value of that treasure + 768.
  4. {pelt} {0000}
    • Are exclusively treasures.

*Below, an x is used to denote where the variable is to be input in a parameter line.

Item ID Parameters Notes
{onyn} (onion/ship) x # onyon index
x # after boot? true==1
index: 0=Blue Onion 1=Red Onion 2=Yellow Onion 4=Ship
after boot: 0 = wild Onion, only spawns if you haven't recruited that color; 1 = landing site, only spawns if you've already recruited that color
{piki} (wild Pikmin) {p000} 4 x
# 色 {p001} 4 x
# 数 {p002} 4 x
# 自活(1=yes) {_eof}
{p000} 0=Blue 1=Red 2=Yellow 3=Purple 4=White. Attempting to spawn Bulbmin or Pikpik carrots crashes the game.
{p001} x = number of Pikmin
{p002} 1 = wild Pikmin, 0 = unused, intended for an E3 version The fours are part of the code
{cave} (caves) x.txt
units.txt
{x_XX}
# id (for stages.txt)
# FogParm { {fg00} - {fg09} }
First text file is the caveinfo file name; units.txt does nothing.
{x_XX} is the cave ID, used for name, hazard data, and various hardcoded boss behavior. The final digit of the ID is also the music index in BgmList.
{fg00} through {fg03} deal with fog zone start and end, how fast it starts and how long it lingers
{fg04} through {fg06} are the colors of the fog
{fg07} through {fg09} deal with the distances the fog spreads out when inside, when it appears, and when it disspates.
The fours are part of the code
{teki} (enemies, plants, and hazards) See below
{pelt} (carriable objects) X # mgr id
X.000000 X.000000 X.000000 # rotation
{0000} # pellet local version
XXX
mgr id is the carriable object type: 0=pellets, 3=normal treasures, 4=Exploration Kit treasures. Other values are untested.
The line after pellet local version is the treasure ID for treasures.
{brdg} (stick bridges) x #橋タイプ 0 = short bridge 1 = sloped bridge 2 = long bridge
{gate} (bramble gates) x.000000 #ライフ
x #Color
First parameter is the gate's HP, second is the gate's color. 1 for black, 0 for white
{dgat} (electric gates) x.000000 #ライフ The gate's health. Only comes in one color.
{rock} (spiderwort mold) Mold is actually called {rock} internally.
{barl} (rock clog) When destroyed, a clog will drain any waterbox it's placed inside; the waterbox is not specified here. Instead, the waterbox is specified in waterbox.txt A clogged cave entrance is simply a {barl} and {cave} at the same coordinates.
{plnt} (Burgeoning Spiderwort) x #実タイプ What kind of berries it grows. 0=spicy 1=bitter 2=mixed.
{ujms} (Ujadani bugs) x #うじゃ王数 Number of bugs in the group.
{weed} (nectar grass/rocks) x #うじゃ王数
x #石か草か
うじゃ王数: amount of grass/rocks
石か草か: 0=rocks, 1=grass
{dwfl} (downfloors: weight blocks and paper bags) x #沈み人数
x #type
x # 1:seesaw
{XXXX} # id
沈み人数: weight required to press. Only used if 1:seesaw is 0. The weight is visible on seesaw blocks but has no effect.
type: 0=small block, 1=large block, 2=paper bag
1:seesaw: 0=press permanently, 1=seesaw.
id: Only used for seesaw blocks. Set 2 blocks to the same ID to pair them.
{pkhd} (Sprout) Spawns a random color sprout.
{mitu} (Nectar) Spawns a nectar, occasionally spawns a spray instead.

Teki

Entities in the Teki category have by far the most complex parameters of all types, and thus have their own section.


Editor's note: Note that certain teki will not drop treasures or pellets, even if set to do so. These include fire/electric/poison hazards, bomb rocks, Volatile Dweevils, eggs, Honeywisps, Candypops, Mitites, and Spectralids. Pellet Posies are functional and can drop treasure/pellets in addition to their normal pellet. Additionally, decorative plants and chiyogami paper can spawn a set of 4 yellow Spectralids when touched, if their pellet color is 0 and pellet size is 1. This is only fully functional for Margaret (ID 77) and red large Figwort (ID 50), but other plants can spawn Spectralids if one of the aforementioned plants is also present and set to spawn Spectralids.

Parameter Notes
x # teki The Enemy's ID.
x # teki_birth_type 0 = Normal, 1 = Falls from the sky
x # teki_num Number of enemies to spawn, used if # 0:point 1:circle is >= 2.
x.000000 # face direction Direction it faces, in degrees.
x # 0:point 1:circle 1 or less = Single, 2 or more = Multiple
x.000000 # appear radius Radius the enemy can spawn in, around the specified coordinates. Set to 0 to disable.
x.000000 # enemy size Unknown
x # お宝アイテムコード ID of treasure to drop. Add 768 for normal treasures, 1024 for Exploration Kit treasures.
x # Pellet color Color of pellets to drop. 0 = Blue 1 = Red 2 = Yellow 3 = Random.
x # Pellet size Size of dropped pellets; 1, 5, 10, or 20.
x # Pellet Min Minimum number of pellets it can drop.
x # Pellet Max Maximum number of pellets it can drop.
x.xxxxxx # Pellet Min Different from the first, this controls the percent chance it will drop pellets. 1.0 is 100%
x # pellet type Only used with Pellet Posies. Works just like the above # Pellet color, except 3 = cycling between colors, and will crash if none of the primary colors are unlocked yet.
x # pellet size Size of pellet it bears; only 1, 5, 10, or 20.
x # size The stage of growth of the Pellet Posy. 0 = Sprout, 1 = Halfway, 2 = Mature.
Credits: UnclePaul894