Difference between revisions of "GameobjectParam"
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|12 || Drops || <code>"mDrop" || <code>Chart Below</code> || Items that the object spawns upon death. | |12 || Drops || <code>"mDrop" || <code>Chart Below</code> || Items that the object spawns upon death. | ||
|- | |- | ||
− | | | + | |13 || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000. |
|- | |- | ||
− | | | + | |14 || Pikmin/Captain ID || <code>"mColor"</code> || <code>{<Integer>}</code> || 0 Pikpik carrot, 1 Purple Pikmin, 2 Blue Pikmin, 3 Red Pikmin, 4 White Pikmin, 5 Yellow Pikmin, 6 Winged Pikmin, 7 Rock Pikmin, 8 Alph, 9 Brittany, 10 Charlie, 11 Louie, 12 Olimar |
|- | |- | ||
− | | | + | |15 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code>{<Integer>}</code> || Used in Pongashi/Candypop buds to decide when the flower wilts away. |
|} | |} | ||
Revision as of 23:31, 2 November 2022
List of Pikmin 3' generator objects that have special parameters that can be edited per instance, such as health or drops.
Basic Information
- Terminology
Generator name = Name used by the generator to spawn objects into the map. Used in /romfs/CMCmn/generator/(MapName)
Object/Gameobject = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect.
Float = A number with decimal points. (e.g. 1.5)
Integer A number without a decimal. (e.g. 1)
- An example of a Dwarf Bulborb that has double health, and drops between three and ten raspberries upon death.
"Kochappy"
"0005"
"" "" ""
{"mPos"<0.00000000> <0.00000000> <0.00000000>}
{"mBaseScale"<1.00000000>}
{"mPosture"<0.00000000> <0.00000000> <0.00000000>}
{"mNum"<1>}
{"mEmitRadius" {<0.00000000>}
{"mDrop"{<4> <1> <4> <1.00000000> <"Raspberry"> <3> <10> <0> <0> <1> <1> <1> }}
{"mMaxLife"<200.00000000>}
Enemies
Location | Readable name | Generator name | Value | Notes |
---|---|---|---|---|
01 | Creature | - | "<Generator name>" |
* [1] - Enemies by Generator name. * [2] - Enemies by Picture/In game name. |
02 | ??? | - | Usually 0005 or 0007 | Unknown |
03 | ??? | # Face ID | 0 | Unknown |
04 | ??? | # Face Message Table | 0 | Unknown |
05 | Position | "mPos" |
"<float float float>" |
Location in 3D space. |
06 | Scale | "mBaseScale" |
"<float>" |
Exact use unknown, as testing has shown many objects ignore changes to this value. |
07 | Rotation | "mPosture" |
"<float float float>" |
Sets X, Y, and Z rotation of the spawned object. |
08 | Saving | "mSaveOption" |
Chart below | Exact use is unknown. Table below for recording it's values. |
09 | ??? | "mPosAlign" |
1 |
Unknown |
10 | Number | "mNum" |
1 |
Amount of the object that spawns. |
11 | ??? | "mEmitRadius" |
0.0 |
Unknonw |
12 | Drops | "mDrop" |
Chart Below |
Items that the object spawns upon death. |
13 | Health | "mMaxLife" |
{<Float>} |
For reference Bulborbs have 1000 health, and dirt walls have 6000. |
14 | Pikmin/Captain ID | "mColor" |
{<Integer>} |
0 Pikpik carrot, 1 Purple Pikmin, 2 Blue Pikmin, 3 Red Pikmin, 4 White Pikmin, 5 Yellow Pikmin, 6 Winged Pikmin, 7 Rock Pikmin, 8 Alph, 9 Brittany, 10 Charlie, 11 Louie, 12 Olimar |
15 | Max Pikmin To Convert | "mSwallowMax" |
{<Integer>} |
Used in Pongashi/Candypop buds to decide when the flower wilts away. |
- Save options
Name | Value | Use/Notes |
---|---|---|
# flag |
1 | Unknown |
# birthday |
0 | Unknown |
# deadday |
0 | Unknown |
# interval |
1 | Unknown |
# expireday |
0 | Unknown |
# curr num |
1 | Unknown |
# expire progress |
0 | Unknown |
- Drop options
Name | Value | Use/Notes |
---|---|---|
??? |
4 | Unknown |
??? |
1 | Unknown |
??? |
4 | Unknown |
??? |
1.0 | Unknown |
Item |
<Generator name> | Item to spawn |
Minimum drop amount |
1 | Minimum amount of items to spawn |
Max drop amount |
2 | Maximum amount of items to spawn |
??? |
0 | Unknown |
??? |
0 | Unknown |
??? |
1 | Unknown |
??? |
1 | Unknown |
??? |
1 | Unknown |
Objects
In game name | Generator Name | Notes |
---|---|---|
NA |
NA | NA |