Pikmin 2 enemy parameters

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search

The file list containing the parameters for each of the enemies in Pikmin 2. These can be found in the compressed file enemyParms.szs located in root/enemy/parm. Accessing individual files requires the use of a SZS/ARC extractor. Decompressing this file yields a file system of "data/internalname*/". There can be up to 4 config files found within each folder.

Enemy List With Parameter Files

List of folders found in "/data/"
Entity Internal Name
Cloaking Burrow-nit armor
Bulborb Larva baby
Raging Long Legs bigfoot
Titan Dweevil bigtreasure
Waterwraith blackman
Orange Bulborb bluechappy
Dwarf Orange Bulborb bluekochappy
Bomb Rock bomb
Volatile Dweevil bombotakara
Careening Dirigibug bombsarai
Water Dumple catfish
Red Bulborb chappy
Chigoyami Paper chiyogami
Clover clover
Glowstem (green) daiodogreen
Glowstem (red) daidored
Beady Long Legs damagumo
Segmented Crawbster dangomushi
Bumbling Snitchbug demon
Egg egg
Anode Beetle elecbug
Electrical Wire elechiba
Anode Dweevil elecotakura
Doodlebug fart
Fiery Bulblax firechappy
Fiery Dweevil fireotakura
Armored Cannon Beetle Larva (Burrowed) fkabuto
Gatling Groink (Stationary) fminihoudai
Yellow Wollywog frog
Antenna Beetle fuefuki
Gas pipe gashiba
Munge Dweevil gasotakura
Creeping Chrysanthemum hana
Withering Blowhog hanachirashi
Fire geyser hiba
Common Glowcap hikarikinoko
Man-at-Legs houdai
Ravenous Whiskerpillar imomushi
Hermit Crawmad jigumo
Hermit Crawmad Hole jigumohouse
Armored Cannon Beetle Larva kabuto
Figwort (Brown/Large) kareooinu_l
Figwort (Brown/Small) kareooinu_s
Emperor Bulblax kingchappy
Dwarf Red Bulborb kochappy
Iridescent Flint Beetle kogane
Spotty Bulbear kumachappy
Dwarf Bulbear kumakochappy
Lesser Spotted Jellyfloat kurage
Bulbmin leafchappy
Margaret margaret
Puffy Blowhog mar
Wollywog marofrog
Gatling Groink minihoudai
Mamuta miulin
Foxtail nekojarashi
Greater Spotted Jellyfloat onikurage
Figwort (Red/Large) ooinu_l
Figwort (Red/Small) ooinu_s
Giant Breadbug oopanmodoki
Breadbug otakara
Giant Breadbug Hole panhouse
Breadbug Hole panmodoki
Pellet Posy pelplant
Candypop Bud pom
Empress Bulblax queen
Honeywisp qurione
Decorated Cannon Beetle rkabuto
Falling Boulder rock
Swooping Snitchbug sarai
Unmarked Spectralids shijimichou
Burrowing Snagret snakecrow
Pileated Snagret snakewhole
Skitter Leaf sokkuri
??? Clogged Hole stone
Wogpole tadpole
Mitite tamagomushi
Fiery Blowhog tank
Dandelion tanpopo
Shearwig tobi
Horsetail tukushi
Waterwraith Rollers tyre
Female Sheargrub ujia
Male Sheargrub ujib
Ranging Bloyster umimushi
Shoot (Tall) wakame_l
Shoot (Short) wakame_s
Seeding Dandelion watage
Caustic Dweevil waterotakara
Iridescent Glint Beetle wealthy
Watery Blowhog wtank
Hairy Bulborb yellowchappy
Snow Bulborb yellowkochappy
Fiddlehead zenmai

Enemy Configuration Files

enemyanimmgr.txt

This is the configuration file that assigns animations(.bca) to entities.

To do: Document the lines.

enemycoll.txt

The collision of the entity. Unlike other models that use a specific collision model (grid.bin), enemy collision is defined in a simple text file.

To do: Document the lines.

enemyanparm.txt

The entity parameters of inside this configuration are most commonly divided into 3 sets of tables: (Properties will vary frequently among entities as some are not relevant for all.)

{s00x}

These change the entity's physics interactions within the world. May have interactions with how dead enemies can be sent flying in certain circumstances due to a compression between collisions.

{fpxx} and {ip0x}

Mostly used for changing general enemy statistics. These changes include HP, Ai tracking, movespeed, damage hitbox radius, and so much more.

{fpxx} (Enemy specific)

These properties affect things that are attributed specifically to the entity.

Example Configuration

Example from \data\houdai\enemyparm.txt; this is the Man-at-Legs' parameters.

Configuration Contents "/data/
Configuration Contents
# Creature::Property
{
	{s000} 4 0.500000 	# friction(not used)
	{s001} 4 0.500000 	# wallReflection
	{s002} 4 0.250000 	# faceDirAdjust
	{s003} 4 0.100000 	# accel
	{s004} 4 0.300000 	# bounceFactor
	{_eof} 
}
# EnemyParmsBase
{
	{fp00} 4 2800.000000 	# ライフ (life)
	{fp27} 4 115.000000 	# ライフの高さ (Life height, likely health bar placement)
	{fp31} 4 0.000000 	# ライフ回復率 (Life recovery rate)
	{fp30} 4 50.000000 	# 警戒ライフ (Alert Life)
	{fp01} 4 10.000000 	# マップとの当り (Hit with a map)
	{fp33} 4 75.000000 	# マップとのあたりポリゴンの選定 (Selection of perimeter polygon with map)
	{fp34} 4 20.000000 	# ピクミンとのあたり (With Pikmin)
	{fp32} 4 175.000000 	# LOD半径 (LOD radius
	{fp02} 4 0.100000 	# ダメージスケールXZ (Damage scale XZ)
	{fp03} 4 0.100000 	# ダメージスケールY (Damage scale Y)
	{fp04} 4 0.500000 	# ダメージフレーム (Damage frame)
	{fp05} 4 0.000100 	# 質量 (quality)
	{fp06} 4 250.000000 	# 速度 (speed)
	{fp08} 4 0.200000 	# 回転速度率 (Recovery rate)
	{fp28} 4 60.000000 	# 回転最大速度 (Maximum rotation speed)
	{fp09} 4 800.000000 	# テリトリー (territory)
	{fp10} 4 75.000000 	# ホーム範囲 (Home range)
	{fp11} 4 70.000000 	# プライベート距離 (Private range)
	{fp12} 4 600.000000 	# 視界距離 (Visibility distance)
	{fp25} 4 50.000000 	# 視界高 (High horizon)
	{fp13} 4 180.000000 	# 視界角度 (Horizon angle)
	{fp14} 4 800.000000 	# 探索距離 (Exploring distance)
	{fp26} 4 40.000000 	# 探索高 (Exploring high
	{fp15} 4 7.000000 	# 探索角度 (Exploration angle)
	{fp17} 4 500.000000 	# 振り払い力 (Shake-off power)
	{fp18} 4 0.000000 	# 振り払いダメージ (Shake-off damage)
	{fp19} 4 25.000000 	# 振り払い範囲 (Shake-off range)
	{fp16} 4 1.000000 	# 振り払い率 (Shake-off rate)
	{fp20} 4 75.000000 	# 攻撃可能範囲 (Attackable range)
	{fp21} 4 25.000000 	# 攻撃可能角度 (Attackable angle)
	{fp22} 4 10.000000 	# 攻撃ヒット範囲 (Attack hit range)
	{fp23} 4 0.004000 	# 攻撃ヒット角度 (Attack hit angle)
	{fp24} 4 10.000000 	# 攻撃力 (Offensive power)
	{fp29} 4 15.000000 	# 警戒時間 (Alert time)
	{fp35} 4 1.000000 	# 石化時間 (Petrochemical time? Stone?)
	{fp36} 4 50.000000 	# ヒップドロップダメージ (Hip Drop Damage)
	{fp37} 4 0.000000 	# (Seismic probability)
	{fp38} 4 5.000000 	# 地震気絶時間 (Earthquake stunning time)
	{ip01} 4 10 	# 振り払い打撃A (Shake-off shot A)
	{ip02} 4 30 	# 振り払い張付1 (Shake-off attachment attachment 1)
	{ip03} 4 15 	# 振り払い打撃B (Shake-off shot B)
	{ip04} 4 37 	# 振り払い張付2 (Shake-off attachment attachment 2)
	{ip05} 4 25 	# 振り払い打撃C (Shake-off shot C)
	{ip06} 4 50 	# 振り払い張付3 (Shake-off attachment attachment 3)
	{ip07} 4 30 	# 振り払い打撃D (Shake-off shot D)
	{_eof} 
}
# EnemyParmsBase
{
	{fp01} 4 9.000000 	# ベース係数
	{fp02} 4 -0.100000 	# 上げ減速係数
	{fp03} 4 0.500000 	# 下げ加速係数
	{fp04} 4 -2.000000 	# 最低減加速係数
	{fp05} 4 10.000000 	# 最高減加速係数
	{fp06} 4 40.000000 	# 足の振り上げ
	{fp10} 4 2.500000 	# 射撃On:Max
	{fp11} 4 0.500000 	# 射撃On:Min
	{fp12} 4 1.000000 	# 射撃Off:Max
	{fp13} 4 0.060000 	# 射撃Off:Min
	{fp20} 4 130.000000 	# Last 2 Territory
	{_eof} 
}

enemystoneinfo.txt

This file determines how the enemy will look when sprayed with Ultra Bitter Spray. It appears to be based on the bones present within the enemy's model.