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	<updated>2026-05-09T13:29:00Z</updated>
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		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5300</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5300"/>
		<updated>2026-05-08T00:35:44Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* Individual Drop Chances vs Cumulative Chances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====dropOption====&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, Mitites, and Honeywisp, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. This behavior occurs when dropOption is set to 1. To change that behavior to what most enemies use by default, change dropOption to 6.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. The Honeywisp, Iridescent Flint Beetle, Iridescent Glint Beetle, and Doodlebug ignore drops given to them in area spawns, and always use their default in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray || -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -7152833028850840769&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -5755297407425022786&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pellet || -7913393397111906650&lt;br /&gt;
|-&lt;br /&gt;
| 5 Pellet || -9111098510939959663&lt;br /&gt;
|-&lt;br /&gt;
| Mitite || -4725210440768732887&lt;br /&gt;
|-&lt;br /&gt;
| Glow Pellet Pile || -4985278700699515859&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GHageDamagumo.json || -6636693793515779733&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5299</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5299"/>
		<updated>2026-05-07T23:55:45Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* Individual Drop Chances vs Cumulative Chances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Titan Blowhog || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Blizzarding Blowhog || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. The Honeywisp, Iridescent Flint Beetle, Iridescent Glint Beetle, and Doodlebug ignore drops given to them in area spawns, and always use their default in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray || -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -7152833028850840769&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -5755297407425022786&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pellet || -7913393397111906650&lt;br /&gt;
|-&lt;br /&gt;
| 5 Pellet || -9111098510939959663&lt;br /&gt;
|-&lt;br /&gt;
| Mitite || -4725210440768732887&lt;br /&gt;
|-&lt;br /&gt;
| Glow Pellet Pile || -4985278700699515859&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GHageDamagumo.json || -6636693793515779733&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5298</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5298"/>
		<updated>2026-05-06T01:24:35Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* UnknownImport Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. The Honeywisp, Iridescent Flint Beetle, Iridescent Glint Beetle, and Doodlebug ignore drops given to them in area spawns, and always use their default in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray || -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -7152833028850840769&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -5755297407425022786&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pellet || -7913393397111906650&lt;br /&gt;
|-&lt;br /&gt;
| 5 Pellet || -9111098510939959663&lt;br /&gt;
|-&lt;br /&gt;
| Mitite || -4725210440768732887&lt;br /&gt;
|-&lt;br /&gt;
| Glow Pellet Pile || -4985278700699515859&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GHageDamagumo.json || -6636693793515779733&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5297</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5297"/>
		<updated>2026-05-05T23:07:59Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* UnknownImport Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. The Honeywisp, Iridescent Flint Beetle, Iridescent Glint Beetle, and Doodlebug ignore drops given to them in area spawns, and always use their default in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray || -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -7152833028850840769&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -5755297407425022786&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pellet || -7913393397111906650&lt;br /&gt;
|-&lt;br /&gt;
| 5 Pellet || -9111098510939959663&lt;br /&gt;
|-&lt;br /&gt;
| Mitite || -4725210440768732887&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GDodoro.json || -4985278700699515859&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GDodoro.json || -7078622273973628666&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GHageDamagumo.json || -6636693793515779733&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5296</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5296"/>
		<updated>2026-05-05T22:07:40Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* UnknownImport Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. The Honeywisp, Iridescent Flint Beetle, Iridescent Glint Beetle, and Doodlebug ignore drops given to them in area spawns, and always use their default in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray || -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -7152833028850840769&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -5755297407425022786&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pellet || -7913393397111906650&lt;br /&gt;
|-&lt;br /&gt;
| 5 Pellet || -9111098510939959663&lt;br /&gt;
|-&lt;br /&gt;
| Mitite || -4725210440768732887&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GDodoro.json || -4985278700699515859&lt;br /&gt;
|-&lt;br /&gt;
| Unknown found in GDodoro.json || -7078622273973628666&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5295</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5295"/>
		<updated>2026-05-01T20:34:07Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* UnknownImport Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. The Honeywisp, Iridescent Flint Beetle, Iridescent Glint Beetle, and Doodlebug ignore drops given to them in area spawns, and always use their default in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray || -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -7152833028850840769&lt;br /&gt;
|-&lt;br /&gt;
| either ice blast or bomb rock (soon to be tested) || -5755297407425022786&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pellet || -7913393397111906650&lt;br /&gt;
|-&lt;br /&gt;
| 5 Pellet || -9111098510939959663&lt;br /&gt;
|-&lt;br /&gt;
| Mitite || -4725210440768732887&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5287</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5287"/>
		<updated>2026-04-26T03:29:43Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* Changing Drops Manually */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. The Honeywisp, Iridescent Flint Beetle, Iridescent Glint Beetle, and Doodlebug ignore drops given to them in area spawns, and always use their default in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray|| -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| ??? Doodlebug drop || -7152833028850840769&lt;br /&gt;
|-&lt;br /&gt;
| ??? Doodlebug drop || -4725210440768732887&lt;br /&gt;
|-&lt;br /&gt;
| ??? Doodlebug drop || -5755297407425022786&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pellet || -7913393397111906650&lt;br /&gt;
|-&lt;br /&gt;
| 5 Pellet || -9111098510939959663&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5286</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5286"/>
		<updated>2026-04-26T02:22:28Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* Changing Drops Manually */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For various reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
=====UnknownImport Table=====&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! UnknownImport&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray|| -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| Ice Blast || TBD via Doodlebug&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Rock || TBD via Doodlebug&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5285</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5285"/>
		<updated>2026-04-26T02:19:28Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Drop Parameters===&lt;br /&gt;
&lt;br /&gt;
====Individual Drop Chances vs Cumulative Chances====&lt;br /&gt;
&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
In Pikmin 4, there are two ways enemies and objects will drop loot. Most enemies roll the chances for their drops individually independent of other loot in their drop list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a cumulative table, meaning the percentages should add up to 100% and will only produce one result. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using drop conditions like NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time, as seen in the example to the right.&lt;br /&gt;
&lt;br /&gt;
====Changing Drops Manually====&lt;br /&gt;
&lt;br /&gt;
For some reasons, you may want to change the default drops in an enemy&#039;s JSON file. The main reason you may want to do this is that creatures and eggs spawned in via ActorSpawners can&#039;t have their drops set and will use the defaults in their JSON. If you go into enemy JSON files to edit drops manually, you will notice a section like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-6652779844111892794&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 2,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 1.0,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    }&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;UnknownImport&amp;quot;&amp;lt;/code&amp;gt; correlates to specific items or objects being dropped. In this case, the number in this example will produce Raw Material. You can change how many of the item drop using &amp;lt;code&amp;gt;&amp;quot;MinNum&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;quot;MaxNum&amp;quot;&amp;lt;/code&amp;gt;, either dropping a random amount between the two numbers, or producing the exact amount if you set both to the same number. &amp;lt;code&amp;gt;&amp;quot;DropRatio&amp;quot;&amp;lt;/code&amp;gt; is the percent chance to drop the item as a decimal with 1.0 equaling 100%. For dropping multiple items at once, you would use something like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;JSON&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;DropParameter&amp;quot;: {&lt;br /&gt;
  &amp;quot;DropItemParameter&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4916160322636296702&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.8,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;SpawnMiniInfo&amp;quot;: {&lt;br /&gt;
        &amp;quot;DropActor&amp;quot;: {&lt;br /&gt;
          &amp;quot;UnknownImport&amp;quot;: &amp;quot;-4763302052886507494&amp;quot;&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
      },&lt;br /&gt;
      &amp;quot;UniqueId&amp;quot;: 18446744073709551615,&lt;br /&gt;
      &amp;quot;MinNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;MaxNum&amp;quot;: 1,&lt;br /&gt;
      &amp;quot;DropRatio&amp;quot;: 0.2,&lt;br /&gt;
      &amp;quot;bRegistGenerator&amp;quot;: false,&lt;br /&gt;
      &amp;quot;DropConditions&amp;quot;: []&lt;br /&gt;
    },&lt;br /&gt;
  ],&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Mitite&#039;s default drops, with 1 nectar at 80% and 1 Ultra-Spicy Spray at 20%.&lt;br /&gt;
&lt;br /&gt;
Most importantly, here is a table with all the most useful drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! UnknownImport !! Item&lt;br /&gt;
|-&lt;br /&gt;
| Raw Material || -6652779844111892794&lt;br /&gt;
|-&lt;br /&gt;
| Nectar || -4916160322636296702&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Spicy Spray|| -4763302052886507494&lt;br /&gt;
|-&lt;br /&gt;
| Ice Blast || TBD via Doodlebug&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Rock || TBD via Doodlebug&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5284</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5284"/>
		<updated>2026-04-25T22:15:00Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* Enemy Drops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enemy Drops===&lt;br /&gt;
While this is more easy to edit in Dandori Desktop+, there are some things you should take note of when altering what enemies drop in Pikmin 4. Most enemies roll the chances for their drops individually, going down a list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a table, meaning the percentages should add up to a cumulative 100%. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Honeywisp || Vanilla behavior present in game&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using the drop conditions NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time. An example:&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|left|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5283</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5283"/>
		<updated>2026-04-25T22:12:45Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enemy Drops===&lt;br /&gt;
While this is more easy to edit in Dandori Desktop+, there are some things you should take note of when altering what enemies drop in Pikmin 4. Most enemies roll the chances for their drops individually, going down a list. This means you can give them multiple drops with multiple percent chances, and they will roll individually for each item and possibly drop multiple things. Eggs, however, roll for one item and use their drops section as a table, meaning the percentages should add up to a cumulative 100%. Some enemies have this cumulative behavior instead and will never drop more than one item at a time, just like eggs. Below is a table of all the enemies that behave this way and therefor cannot drop more than one thing at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Species || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Arctic Cannon Beetle || Verified by atyfaz&lt;br /&gt;
|-&lt;br /&gt;
| Horned Cannon Beetle || Needs testing&lt;br /&gt;
|-&lt;br /&gt;
| Egg || Vanilla behavior present on all eggs in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using the drop conditions NoSalvageItem and SalvageItem, multiple drops should be possible but never at the same time. An example:&lt;br /&gt;
[[File:Droptable-example-arcticbeetle.png|thumb|alt=The Rock Onion is set to drop 100% of the time when the condition NoSalvageItem is met, meaning the Rock Onion hasn&#039;t been collected yet. One to three 1-Pellets will drop 100% of the time if the Rock Onion has been collected because it is set to SalvageItem.|The modified drops of an Arctic Cannon Beetle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=File:Droptable-example-arcticbeetle.png&amp;diff=5282</id>
		<title>File:Droptable-example-arcticbeetle.png</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=File:Droptable-example-arcticbeetle.png&amp;diff=5282"/>
		<updated>2026-04-25T22:12:31Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: An example of how to use drop tables in Pikmin 4 modding tool Dandori Desktop+. It shows how an enemy that cannot drop more than one item at a time, such as the Arctic Cannon Beetle, can drop different items based on condition to somewhat work around this setback that most enemies do not have as they can drop more than one item at once.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of how to use drop tables in Pikmin 4 modding tool Dandori Desktop+. It shows how an enemy that cannot drop more than one item at a time, such as the Arctic Cannon Beetle, can drop different items based on condition to somewhat work around this setback that most enemies do not have as they can drop more than one item at once.&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5160</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5160"/>
		<updated>2025-10-05T23:07:29Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* Flick Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new line added to &amp;lt;code&amp;gt;FlickArg&amp;lt;/code&amp;gt; to change. This default is easiest to see on the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;) when charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5159</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5159"/>
		<updated>2025-10-04T23:26:05Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* TekiAIParameter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters are shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search and Territory===&lt;br /&gt;
&lt;br /&gt;
====Parameters====&lt;br /&gt;
&lt;br /&gt;
These values determine how and what an enemy can see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of its vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home, be more alert, and act more aggressively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SearchArea Categories====&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see its home nest or territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin or captain gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new value added to make changes for the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5158</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5158"/>
		<updated>2025-10-04T23:17:24Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: /* Flick Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters edit shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search Parameters===&lt;br /&gt;
These values determine how far an enemy can see in different scenarios.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of it&#039;s vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home and be more alert.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category Types || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxFlickNum&amp;lt;/code&amp;gt; || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new value added to make changes for the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5157</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5157"/>
		<updated>2025-10-04T21:48:19Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters edit shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search Parameters===&lt;br /&gt;
These values determine how far an enemy can see in different scenarios.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of it&#039;s vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home and be more alert.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The different categories and circumstances in which the enemy will be looking for targets or not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category Types || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| MaxFlickNum || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new value added to make changes for the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5156</id>
		<title>Enemy Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Enemy_Parameters&amp;diff=5156"/>
		<updated>2025-10-04T21:46:38Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Enemy behaviour parameters are configured in each enemy&#039;s blueprint file, or sometimes its superclass file. These exist in &amp;lt;code&amp;gt;Carrot4/Placeables/Teki&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Carrot4/Placeables/Teki/Base&amp;lt;/code&amp;gt; for superclasses and can be edited as JSON, once decoded. For enemy parameters relating to economy/health/carrying/damage see [[Data Table/Actor Parameters]].&lt;br /&gt;
&lt;br /&gt;
While the blueprint files are quite large, they are mostly full of irrelevant code for the common user. The file is split into &amp;quot;generator variables&amp;quot; which are used to set the base characteristics of an enemy at runtime, likely laid underneath an enemy&#039;s instance-parameters, which come from [[ActorSerializeParameter and AI]].&lt;br /&gt;
&lt;br /&gt;
The gen variables one is likely looking for are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Gen var || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AttackAffordance_GEN_VARIABLE&amp;lt;/code&amp;gt; || Possibly the properties of if an entity believes it can attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;{EntityName}AI_GEN_VARIABLE&amp;lt;/code&amp;gt; || Configures this specific enemy&#039;s behaviour and values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TekiAIParameter&amp;lt;/code&amp;gt; || Universal parameters all enemies have in common, mostly including detection, search, and territory, flick parameters, and drop parameters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarrotMove_GEN_VARIABLE&amp;lt;/code&amp;gt; || Speed values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Life_GEN_VARIABLE&amp;lt;/code&amp;gt; || Health, health bar and some damage properties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PointerAssist_GEN_VARIABLE&amp;lt;/code&amp;gt; || Cursor properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TekiAIParameter==&lt;br /&gt;
&lt;br /&gt;
These parameters edit shared aspects all enemies have in common, including territory, detection and vision areas, how the enemy flicks off Pikmin, and what they drop by default when defeated.&lt;br /&gt;
&lt;br /&gt;
===Search Parameters===&lt;br /&gt;
These values determine how far an enemy can see in different scenarios.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Radius&amp;lt;/code&amp;gt; || The distance up to which the enemy can see or be aware of any captains or Pikmin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Angle&amp;lt;/code&amp;gt; || The angle of it&#039;s vision, essentially creating a vision cone. Determines line of sight. When set to 0, the enemy skips checking if its vision has targets in it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; || The size of the enemy. Used to determine if an enemy is currently in the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Center&amp;lt;/code&amp;gt; || The center point of the enemy, used to determine where the vision cone and &amp;lt;code&amp;gt;SphereRadius&amp;lt;/code&amp;gt; begin from.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt; || A value between 0 and 1 that determines how much of the territory is the creature&#039;s nest. This is used in conjunction with the boolean below to limit certain behaviours to only occur within the nest or to occur within the entire territory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bSearchOuterTerritory&amp;lt;/code&amp;gt; || A boolean usually set to false by default. This allows the enemy to use its full territory zone within the search area instead of just its nest, allowing them to roam further from home and be more alert.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! SearchArea Category Types || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaGoToHome&amp;lt;/code&amp;gt; || The enemy will attempt to go home if it is outside of or cannot see the search area.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt; || Used when an enemy is not aware of the player yet. For sleeping bulborbs and the Man-At-Legs, this determines when they begin to wake up once a Pikmin gets close enough.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaCaution&amp;lt;/code&amp;gt; || Used when an enemy is already alerted to the presence of the player, usually giving increased awareness compared to &amp;lt;code&amp;gt;SearchAreaRest&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SearchAreaOtakaraCarry&amp;lt;/code&amp;gt; || The enemy&#039;s awareness of objects being carried nearby. Usually the highest search area for enemies so they can interrupt carrying routes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EatArea&amp;lt;/code&amp;gt; || The distance and line of sight from which the enemy will attack. Increases to these values can often result in bulborb family members attacking when there are no Pikmin, but it will make Wollyhops jump much farther and Swooping Snitchbugs swoop toward Pikmin from farther distances.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Territory&amp;lt;/code&amp;gt; || The enemies total territory and home, which it will try to return to. Has an inner nest zone and an outer territory zone determined by &amp;lt;code&amp;gt;TerritoryNestRatio&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flick Parameters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Parameter || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| MaxFlickNum || How many Pikmin the enemy will shake off. By default this value is 50 when not specified and needs to have a new value added to make changes for the Empress Bulbax (&amp;lt;code&amp;gt;Queen&amp;lt;/code&amp;gt;), Porquillion (&amp;lt;code&amp;gt;Hari&amp;lt;/code&amp;gt;), and Waddlepus (&amp;lt;code&amp;gt;Awadako&amp;lt;/code&amp;gt;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5146</id>
		<title>Data Table/Actor Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5146"/>
		<updated>2025-09-06T23:10:12Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Data table files exist in &amp;lt;code&amp;gt;Carrot4/Core/GActor&amp;lt;/code&amp;gt; and declare some of the superclass and individual parameters for objects, such as treasure weights and values, pikmin speeds and some enemy values.&lt;br /&gt;
&lt;br /&gt;
== DT_TekiParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for each enemy usually related to economy and interaction values with other objects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal creature name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryIncPikmins&amp;lt;/code&amp;gt; || Number of Pikmin sprouts produced by the corpse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxLife&amp;lt;/code&amp;gt; || The max health of the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VsScore&amp;lt;/code&amp;gt; || Value during dandori battles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombHit&amp;lt;/code&amp;gt; || Makes bombs and boulders do damage equal to MaxLife divided by BombHit. Yes, this includes the boulders shot by Armored Cannon Larva.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombInsideHit&amp;lt;/code&amp;gt; || Makes ingested bombs do damage equal to MaxLife divided by BombInsideHit. Often does more damage than BombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PoisonHit&amp;lt;/code&amp;gt; || Makes White Pikmin&#039;s poison damage after being eaten equal to MaxLife divided by PoisonHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PurpleDirectHit&amp;lt;/code&amp;gt; || Makes Purple Pikmin&#039;s impact damage equal to MaxLife divided by PurpleDirectHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PressHit&amp;lt;/code&amp;gt; || Used for direct hits on enemies like Bulborbs and Sheargrubs. It deals damage equal to MaxLife divided by PressHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombHit&amp;lt;/code&amp;gt; || How many Ice Blasts it takes to max out the freeze gauge. Typically defaults to 1.0.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombInsideHit&amp;lt;/code&amp;gt; || How many ingested Ice Blasts it takes to max out the freeze gauge. Typically more effective than IceBombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeHit&amp;lt;/code&amp;gt; || How many hits from an Ice Pikmin is required to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeInsideHit&amp;lt;/code&amp;gt; || How many Ice Pikmin being eaten it takes to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDamageRatio&amp;lt;/code&amp;gt; || Multiplier on damage that frozen enemies take, reducing damage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushHit&amp;lt;/code&amp;gt; || Damage taken if crushed by another enemy such as a Wollyhop, equal to MaxLife divided by CrushHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FrozenCrushDamageRate&amp;lt;/code&amp;gt; || Multiplier on how much crush damage is taken while frozen.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SnowBallDamage&amp;lt;/code&amp;gt; || Damage taken if hit by a snowball, equal to MaxLife divided by SnowBallDamage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;StoneDamage&amp;lt;/code&amp;gt; || Makes the Pebble Pitcher deal damage equal to MaxLife divided by StoneDamage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ThunderStopTime&amp;lt;/code&amp;gt; || How long an enemy will be paused when struck with a Lightning Strike. There is also a separate file for the Lightning Strike, found at Core &amp;gt; ItemFunction &amp;gt; DT_ItemFunctionParameter.json, that determines its default stop time both in the main game and in Dandori Battles, defaulting to 7.5 for the main game and 2.5 for Dandori Battles. It also has differing ranges from 1,000 in the main game and 1,000,000 in Dandori Battles, but currently DT_ItemFunctionParameter.json does not encode properly and cannot be modified.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushStopTime&amp;lt;/code&amp;gt; || Enemy pause time if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushKnockBackSpeed&amp;lt;/code&amp;gt; || Knockback speed an enemy will take if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashbangRate&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDropType&amp;lt;/code&amp;gt; || Corresponds with values in DT_FreezeDropItem.json to determine how much nectar an enemy should drop. The categories are TekiS, TekiM, TekiL, Boss, BigBoss, and NoDrop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DropStationPieceNum&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;URODistanceThresholds&amp;lt;/code&amp;gt; || Array of 3 floats&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PlayerDamage&amp;lt;/code&amp;gt; || How much damage the captain and Oatchi will take from the enemy&#039;s attack. This does not include the damage from boulders and snowballs or other entities spawned by an enemy that have their own files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OtherDamage&amp;lt;/code&amp;gt; || How much damage the enemy will deal to a Tricknoll or Lumiknoll.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashBangTargetWeight&amp;lt;/code&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DT_MoveSpeedRate ==&lt;br /&gt;
&lt;br /&gt;
This file declares the speed multiplier of surfaces in the game, like sticky floors and swimming&lt;br /&gt;
&lt;br /&gt;
== DT_OrimaEquipParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares the values for equipment pieces of the main character&lt;br /&gt;
&lt;br /&gt;
== DT_OtakaraParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for treasures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal treasure name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5145</id>
		<title>Data Table/Actor Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5145"/>
		<updated>2025-09-06T21:56:16Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Data table files exist in &amp;lt;code&amp;gt;Carrot4/Core/GActor&amp;lt;/code&amp;gt; and declare some of the superclass and individual parameters for objects, such as treasure weights and values, pikmin speeds and some enemy values.&lt;br /&gt;
&lt;br /&gt;
== DT_TekiParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for each enemy usually related to economy and interaction values with other objects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal creature name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryIncPikmins&amp;lt;/code&amp;gt; || Number of Pikmin sprouts produced by the corpse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxLife&amp;lt;/code&amp;gt; || The max health of the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VsScore&amp;lt;/code&amp;gt; || Value during dandori battles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombHit&amp;lt;/code&amp;gt; || Makes bombs do damage equal to MaxLife divided by BombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombInsideHit&amp;lt;/code&amp;gt; || Makes ingested bombs do damage equal to MaxLife divided by BombInsideHit. Often does more damage than BombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PoisonHit&amp;lt;/code&amp;gt; || Makes White Pikmin&#039;s poison damage after being eaten equal to MaxLife divided by PoisonHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PurpleDirectHit&amp;lt;/code&amp;gt; || Makes Purple Pikmin&#039;s impact damage equal to MaxLife divided by PurpleDirectHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PressHit&amp;lt;/code&amp;gt; || Used for direct hits on enemies like Bulborbs and Sheargrubs. It deals damage equal to MaxLife divided by PressHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombHit&amp;lt;/code&amp;gt; || How many Ice Blasts it takes to max out the freeze gauge. Typically defaults to 1.0.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombInsideHit&amp;lt;/code&amp;gt; || How many ingested Ice Blasts it takes to max out the freeze gauge. Typically more effective than IceBombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeHit&amp;lt;/code&amp;gt; || How many hits from an Ice Pikmin is required to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeInsideHit&amp;lt;/code&amp;gt; || How many Ice Pikmin being eaten it takes to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDamageRatio&amp;lt;/code&amp;gt; || Multiplier on damage that frozen enemies take, reducing damage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushHit&amp;lt;/code&amp;gt; || Damage taken if crushed by a boulder or another enemy such as a Wollyhop, equal to MaxLife divided by CrushHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FrozenCrushDamageRate&amp;lt;/code&amp;gt; || Multiplier on how much crush damage is taken while frozen.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SnowBallDamage&amp;lt;/code&amp;gt; || Damage taken if hit by a snowball. Research if fixed damage or a division of MaxLife is needed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;StoneDamage&amp;lt;/code&amp;gt; || Research needed if this is for boulders or the Pebble Pitcher, and if it&#039;s fixed damage or a division of MaxLife.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ThunderStopTime&amp;lt;/code&amp;gt; || How long an enemy will be paused when struck with a Lightning Strike. There is also a separate file for the Lightning Strike, found at Core &amp;gt; ItemFunction &amp;gt; DT_ItemFunctionParameter.json, that determines its default stop time both in the main game and in Dandori Battles, defaulting to 7.5 for the main game and 2.5 for Dandori Battles. It also has differing ranges from 1,000 in the main game and 1,000,000 in Dandori Battles, but currently DT_ItemFunctionParameter.json does not encode properly and cannot be modified.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushStopTime&amp;lt;/code&amp;gt; || Enemy pause time if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushKnockBackSpeed&amp;lt;/code&amp;gt; || Knockback speed an enemy will take if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashbangRate&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDropType&amp;lt;/code&amp;gt; || Corresponds with values in DT_FreezeDropItem.json to determine how much nectar an enemy should drop. The categories are TekiS, TekiM, TekiL, Boss, BigBoss, and NoDrop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DropStationPieceNum&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;URODistanceThresholds&amp;lt;/code&amp;gt; || Array of 3 floats&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PlayerDamage&amp;lt;/code&amp;gt; || How much damage the captain and Oatchi will take from the enemy&#039;s attack. This does not include the damage from boulders and snowballs or other entities spawned by an enemy that have their own files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OtherDamage&amp;lt;/code&amp;gt; || How much damage the enemy will deal to a Tricknoll or Lumiknoll.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashBangTargetWeight&amp;lt;/code&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DT_MoveSpeedRate ==&lt;br /&gt;
&lt;br /&gt;
This file declares the speed multiplier of surfaces in the game, like sticky floors and swimming&lt;br /&gt;
&lt;br /&gt;
== DT_OrimaEquipParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares the values for equipment pieces of the main character&lt;br /&gt;
&lt;br /&gt;
== DT_OtakaraParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for treasures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal treasure name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5144</id>
		<title>Data Table/Actor Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5144"/>
		<updated>2025-09-06T21:13:08Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Data table files exist in &amp;lt;code&amp;gt;Carrot4/Core/GActor&amp;lt;/code&amp;gt; and declare some of the superclass and individual parameters for objects, such as treasure weights and values, pikmin speeds and some enemy values.&lt;br /&gt;
&lt;br /&gt;
== DT_TekiParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for each enemy usually related to economy and interaction values with other objects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal creature name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryIncPikmins&amp;lt;/code&amp;gt; || Number of Pikmin sprouts produced by the corpse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxLife&amp;lt;/code&amp;gt; || The max health of the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VsScore&amp;lt;/code&amp;gt; || Value during dandori battles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombHit&amp;lt;/code&amp;gt; || Makes bombs do damage equal to MaxLife divided by BombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombInsideHit&amp;lt;/code&amp;gt; || Makes ingested bombs do damage equal to MaxLife divided by BombInsideHit. Often does more damage than BombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PoisonHit&amp;lt;/code&amp;gt; || Makes White Pikmin&#039;s poison damage after being eaten equal to MaxLife divided by PoisonHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PurpleDirectHit&amp;lt;/code&amp;gt; || Makes Purple Pikmin&#039;s impact damage equal to MaxLife divided by PurpleDirectHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PressHit&amp;lt;/code&amp;gt; || Used for direct hits on enemies like Bulborbs and Sheargrubs. It deals damage equal to MaxLife divided by PressHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombHit&amp;lt;/code&amp;gt; || How many Ice Blasts it takes to max out the freeze gauge. Typically defaults to 1.0.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombInsideHit&amp;lt;/code&amp;gt; || How many ingested Ice Blasts it takes to max out the freeze gauge. Typically more effective than IceBombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeHit&amp;lt;/code&amp;gt; || How many hits from an Ice Pikmin is required to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeInsideHit&amp;lt;/code&amp;gt; || How many Ice Pikmin being eaten it takes to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDamageRatio&amp;lt;/code&amp;gt; || Multiplier on damage that frozen enemies take, reducing damage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushHit&amp;lt;/code&amp;gt; || Damage taken if crushed by a boulder or another enemy such as a Wollyhop, equal to MaxLife divided by CrushHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FrozenCrushDamageRate&amp;lt;/code&amp;gt; || Multiplier on how much crush damage is taken while frozen.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SnowBallDamage&amp;lt;/code&amp;gt; || Damage taken if hit by a snowball. Research if fixed damage or a division of MaxLife is needed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;StoneDamage&amp;lt;/code&amp;gt; || Research needed if this is for boulders or the Pebble Pitcher, and if it&#039;s fixed damage or a division of MaxLife.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ThunderStopTime&amp;lt;/code&amp;gt; || How long an enemy will be paused when struck with a Lightning Strike. There is also a separate file for the Lightning Strike, found at Core &amp;gt; ItemFunction &amp;gt; DT_ItemFunctionParameter.json, that determines its default stop time both in the main game and in Dandori Battles, defaulting to 7.5 for the main game and 2.5 for Dandori Battles. It also has differing ranges from 1,000 in the main game and 1,000,000 in Dandori Battles, but currently DT_ItemFunctionParameter.json does not encode properly and cannot be modified.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushStopTime&amp;lt;/code&amp;gt; || Enemy pause time if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushKnockBackSpeed&amp;lt;/code&amp;gt; || Knockback speed an enemy will take if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashbangRate&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDropType&amp;lt;/code&amp;gt; || Possibly whether an enemy will drop its normal drops if frozen or drop nectar instead. Confirmation needed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DropStationPieceNum&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;URODistanceThresholds&amp;lt;/code&amp;gt; || Array of 3 floats&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PlayerDamage&amp;lt;/code&amp;gt; || How much damage the captain and Oatchi will take from the enemy&#039;s attack. This does not include the damage from boulders and snowballs or other entities spawned by an enemy that have their own files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OtherDamage&amp;lt;/code&amp;gt; || How much damage the enemy will deal to a Tricknoll or Lumiknoll.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashBangTargetWeight&amp;lt;/code&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DT_MoveSpeedRate ==&lt;br /&gt;
&lt;br /&gt;
This file declares the speed multiplier of surfaces in the game, like sticky floors and swimming&lt;br /&gt;
&lt;br /&gt;
== DT_OrimaEquipParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares the values for equipment pieces of the main character&lt;br /&gt;
&lt;br /&gt;
== DT_OtakaraParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for treasures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal treasure name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
	<entry>
		<id>https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5143</id>
		<title>Data Table/Actor Parameters</title>
		<link rel="alternate" type="text/html" href="https://pikmintkb.com/w/index.php?title=Data_Table/Actor_Parameters&amp;diff=5143"/>
		<updated>2025-09-06T20:39:05Z</updated>

		<summary type="html">&lt;p&gt;Atyfaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Data Table/Actor Parameters}}&lt;br /&gt;
&lt;br /&gt;
Data table files exist in &amp;lt;code&amp;gt;Carrot4/Core/GActor&amp;lt;/code&amp;gt; and declare some of the superclass and individual parameters for objects, such as treasure weights and values, pikmin speeds and some enemy values.&lt;br /&gt;
&lt;br /&gt;
== DT_TekiParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for each enemy usually related to economy and interaction values with other objects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal creature name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryIncPikmins&amp;lt;/code&amp;gt; || Number of Pikmin sprouts produced by the corpse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxLife&amp;lt;/code&amp;gt; || The max health of the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VsScore&amp;lt;/code&amp;gt; || Value during dandori battles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombHit&amp;lt;/code&amp;gt; || Makes bombs do damage equal to MaxLife divided by BombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BombInsideHit&amp;lt;/code&amp;gt; || Makes ingested bombs do damage equal to MaxLife divided by BombInsideHit. Often does more damage than BombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PoisonHit&amp;lt;/code&amp;gt; || Makes White Pikmin&#039;s poison damage after being eaten equal to MaxLife divided by PoisonHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PurpleDirectHit&amp;lt;/code&amp;gt; || Makes Purple Pikmin&#039;s impact damage equal to MaxLife divided by PurpleDirectHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PressHit&amp;lt;/code&amp;gt; || Used for direct hits on enemies like Bulborbs and Sheargrubs. It deals damage equal to MaxLife divided by PressHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombHit&amp;lt;/code&amp;gt; || How many Ice Blasts it takes to max out the freeze gauge. Typically defaults to 1.0.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IceBombInsideHit&amp;lt;/code&amp;gt; || How many ingested Ice Blasts it takes to max out the freeze gauge. Typically more effective than IceBombHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeHit&amp;lt;/code&amp;gt; || How many hits from an Ice Pikmin is required to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeInsideHit&amp;lt;/code&amp;gt; || How many Ice Pikmin being eaten it takes to max out the freeze gauge.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDamageRatio&amp;lt;/code&amp;gt; || Multiplier on damage that frozen enemies take, reducing damage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushHit&amp;lt;/code&amp;gt; || Damage taken if crushed by a boulder or another enemy such as a Wollyhop, equal to MaxLife divided by CrushHit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FrozenCrushDamageRate&amp;lt;/code&amp;gt; || Multiplier on how much crush damage is taken while frozen.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SnowBallDamage&amp;lt;/code&amp;gt; || Damage taken if hit by a snowball. Research if fixed damage or a division of MaxLife is needed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;StoneDamage&amp;lt;/code&amp;gt; || Research needed if this is for boulders or the Pebble Pitcher, and if it&#039;s fixed damage or a division of MaxLife.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ThunderStopTime&amp;lt;/code&amp;gt; || How long an enemy will be paused when struck with a Lightning Strike. There is also a separate file for the Lightning Strike that determines it&#039;s default stop time both in the main game and in Dandori Battles, defaulting to 7.5 for the main game and 2.5 for Dandori Battles. It also has differing ranges from 1000 in the main game and 10000 in Dandori Battles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushStopTime&amp;lt;/code&amp;gt; || Enemy pause time if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CrushKnockBackSpeed&amp;lt;/code&amp;gt; || Knockback speed an enemy will take if CrushHit applies damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashbangRate&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FreezeDropType&amp;lt;/code&amp;gt; || Possibly whether an enemy will drop its normal drops if frozen or drop nectar instead. Confirmation needed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DropStationPieceNum&amp;lt;/code&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;URODistanceThresholds&amp;lt;/code&amp;gt; || Array of 3 floats&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PlayerDamage&amp;lt;/code&amp;gt; || How much damage the captain and Oatchi will take from the enemy&#039;s attack. This does not include the damage from boulders and snowballs or other entities spawned by an enemy that have their own files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;OtherDamage&amp;lt;/code&amp;gt; || How much damage the enemy will deal to a Tricknoll or Lumiknoll.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FlashBangTargetWeight&amp;lt;/code&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DT_MoveSpeedRate ==&lt;br /&gt;
&lt;br /&gt;
This file declares the speed multiplier of surfaces in the game, like sticky floors and swimming&lt;br /&gt;
&lt;br /&gt;
== DT_OrimaEquipParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares the values for equipment pieces of the main character&lt;br /&gt;
&lt;br /&gt;
== DT_OtakaraParameter ==&lt;br /&gt;
&lt;br /&gt;
This file declares variables for treasures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Internal Name || Meaning &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ActorName&amp;lt;/code&amp;gt; || Internal treasure name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMin&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMax&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object, including captains, Oatchi, Moss, as well as the Breadbug and Giant Breadbug. Each entity only counts as 1 regardless of its carry strength.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMinVs&amp;lt;/code&amp;gt; || The minimum carry strength of the combined carriers required to carry an object while in a Dandori Battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CarryWeightMaxVs&amp;lt;/code&amp;gt; || The maximum number of individual carriers on an object during Dandori Battles. This is also used when a Breadbug or Giant Breadbug is carrying the object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Kira&amp;lt;/code&amp;gt; || Sparklium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Poko&amp;lt;/code&amp;gt; || Dandori points?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constants]]&lt;br /&gt;
[[Category:Pikmin 4]]&lt;/div&gt;</summary>
		<author><name>Atyfaz</name></author>
	</entry>
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