Difference between revisions of "GameobjectParam"
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;Terminology | ;Terminology | ||
: | : | ||
− | '' | + | ''Identifier'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code> |
''Object''/''Gameobject'' = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect. | ''Object''/''Gameobject'' = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect. | ||
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''Integer'' = A number ''without'' a decimal. (e.g. 1) | ''Integer'' = A number ''without'' a decimal. (e.g. 1) | ||
+ | |||
+ | ''Boolean'' = Either "1 or 0" to represent "True or False" | ||
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== Enemies/Captains/Pikmin == | == Enemies/Captains/Pikmin == | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | ! Order || Readable name || | + | ! Order || Readable name || Identifier || Value || Notes |
|- | |- | ||
− | |01 || Creature || - || <code>"< | + | |01 || Creature || - || <code>"<Identifier>"</code> || * [https://pikmintkb.com/wiki/Pikmin_3_identifiers] - Enemies by Identifier. * [https://www.pikminwiki.com/Enemy#In_Pikmin_3] - Enemies by Picture/In game name. |
|- | |- | ||
|02 || Tags || - || <code>"" "" ""</code> || The first quote hold this object's tag, the second and third hold the tags of other objects this object wants to know about. For example, a bridge would be <code>"bridge1" "pile1" ""</code> to give itself the name "bridge1" and looks for a partner named "pile1" The tags also seem to be arbitrary. So names like "BlueRiverBridge" or "CaliforniaHawaiiBridge" work. | |02 || Tags || - || <code>"" "" ""</code> || The first quote hold this object's tag, the second and third hold the tags of other objects this object wants to know about. For example, a bridge would be <code>"bridge1" "pile1" ""</code> to give itself the name "bridge1" and looks for a partner named "pile1" The tags also seem to be arbitrary. So names like "BlueRiverBridge" or "CaliforniaHawaiiBridge" work. | ||
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|14 || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000. | |14 || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000. | ||
|- | |- | ||
− | |15 || | + | |15 || All Health Ratio || <code>"mAllLifeRatio"</code> || <code>{<Float>}</code> || A multiplier for the object's health. So 200HP & mAllLifeRatio of 4 = is 800HP. Used in the Beady Long Legs bosses. |
+ | |- | ||
+ | |15 || Artic Variant || <code>"mWhite"</code> || <code>{<Boolean>}</code> || Changes the object into the snow variant. Used in the Beady Long Legs bosses. | ||
+ | |- | ||
+ | |15 || Already on land || <code>"mLand"</code> || <code>{<Boolean>}</code> || Changes if the object is hiding before the fight. Used in the Beady Long Legs bosses. | ||
+ | |- | ||
+ | |15 || Save landed status || <code>"mLandSave"</code> || <code>{<Boolean>}</code> || After the object is deployed, this dictates if it stays on the ground after the day's end. Used in the Beady Long Legs bosses. | ||
+ | |- | ||
+ | |16 || Health Ratio || <code>"mLifeRatio"</code> || <code>{<Float>}</code> || A multiplier for the object's health. So 200HP & mLifeRatio of 4 = is 800HP. Some objects do not respond to mMaxLife, in those cases, use this. | ||
+ | |- | ||
+ | |16 || ??? || <code>"mBreakFlag"</code> || <code>{0}</code> || Unknown | ||
|- | |- | ||
− | |16 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used in Pongashi/Candypop buds to decide when the flower wilts away. | + | |16 || ??? || <code>"mForceSplineWalk"</code> || <code>{0}</code> || Unknown |
+ | |- | ||
+ | |16 || ??? || <code>"mRotYDeg"</code> || <code>{<Float>}</code> || Unknown | ||
+ | |- | ||
+ | |17 || 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 | ||
+ | |- | ||
+ | |18 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used in Pongashi/Candypop buds to decide when the flower wilts away. | ||
|} | |} | ||
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| ??? || <code>1.0</code> || Unknown | | ??? || <code>1.0</code> || Unknown | ||
|- | |- | ||
− | | Item to drop || <code>< | + | | Item to drop || <code><Identifier></code> || Item to spawn |
|- | |- | ||
| Minimum drop amount || <code>1</code> || Minimum amount of items to spawn | | Minimum drop amount || <code>1</code> || Minimum amount of items to spawn | ||
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: | : | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | ! Readable name || | + | ! Readable name || Identifier || value || Notes |
|- | |- | ||
− | | Bridge piece station type || <code>-</code> || | + | | Bridge piece station type || <code>-</code> || (Identifier) || |
|- | |- | ||
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown | | ??? || - || <code>Usually "0005" or "0007"</code> || Unknown | ||
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! Readable name || Generator name || value || Notes | ! Readable name || Generator name || value || Notes | ||
|- | |- | ||
− | | Bridge type || <code>-</code> || | + | | Bridge type || <code>-</code> || (Identifier) || |
|- | |- | ||
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown | | ??? || - || <code>Usually "0005" or "0007"</code> || Unknown | ||
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| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>" | | Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>" | ||
|- | |- | ||
− | | ??? || <code>"mPosAlign"</ | + | | ??? || <code>"mPosAlign"</code> || <code>0</code> || Unknown |
|- | |- | ||
− | | Number || <code>"mNum"</ | + | | Number || <code>"mNum"</code> || <code><Integer></code> || Amount to spawn, useless in bridges. |
|- | |- | ||
| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown | | ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown | ||
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| Drops || <code>"mDrop" || Chart above|| Items that the object spawns upon death. | | Drops || <code>"mDrop" || Chart above|| Items that the object spawns upon death. | ||
|- | |- | ||
− | | Cutscene || <code>"mDemoIndex" || <code>" | + | | Cutscene || <code>"mDemoIndex" || <code>"(demoID)"</code> || ID's come from the files within <code>/romfs/CMCmn/demo</code> Leave blank for none. |
|- | |- | ||
| ??? || <code>"mDead"</code> || <code>0</code> || Unknown | | ??? || <code>"mDead"</code> || <code>0</code> || Unknown | ||
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| ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown | | ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown | ||
|- | |- | ||
− | | Initial pieces || <code>"mInitNum"</code> || <code> | + | | Initial pieces || <code>"mInitNum"</code> || <code><Integer></code> || How many pieces are in the bridge upon generation |
|- | |- | ||
| Destination || <code>"mEndPos"</code> || <code><float> <float> <float></code> || Where the bridge will end. | | Destination || <code>"mEndPos"</code> || <code><float> <float> <float></code> || Where the bridge will end. | ||
|- | |- | ||
− | | Ramp || <code>"mBase"</code> || <code> | + | | Ramp || <code>"mBase"</code> || <code><Boolean></code> || Dictates if the bridge will have the little dirt ramp. |
|- | |- | ||
− | | Ramp Material || <code>"mMapMaterialName"</code> || <code><2> <material></code> || Dictates the "little ramp" material. Options include: "A_snowB", "A_ground_00" | + | | Ramp Material || <code>"mMapMaterialName"</code> || <code><2> <material></code> || Dictates the "little ramp" material. Options include: "A_snowB", "A_ground_00", "A_grdA" |
|- | |- | ||
| Bridge color || <code>"mColor"</code> || <code>0</code> || The color of the bridge. Brown is 0, Blue is 6, Red is 9. | | Bridge color || <code>"mColor"</code> || <code>0</code> || The color of the bridge. Brown is 0, Blue is 6, Red is 9. | ||
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| Invisible wall for short bridges || <code>"mSmallStopper"</code> || <code>0</code> || Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification) | | Invisible wall for short bridges || <code>"mSmallStopper"</code> || <code>0</code> || Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification) | ||
|- | |- | ||
− | | ??? || <code>"mThrowThrough"</code> || <code>0</code> || | + | | ??? || <code>"mThrowThrough"</code> || <code>0</code> || Unknown |
|} | |} | ||
[[Category:File formats]] | [[Category:File formats]] | ||
[[Category:Pikmin 3]] | [[Category:Pikmin 3]] |
Revision as of 01:58, 3 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
Identifier = 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)
Boolean = Either "1 or 0" to represent "True or False"
- 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/Captains/Pikmin
Order | Readable name | Identifier | Value | Notes |
---|---|---|---|---|
01 | Creature | - | "<Identifier>" |
* [1] - Enemies by Identifier. * [2] - Enemies by Picture/In game name. |
02 | Tags | - | "" "" "" |
The first quote hold this object's tag, the second and third hold the tags of other objects this object wants to know about. For example, a bridge would be "bridge1" "pile1" "" to give itself the name "bridge1" and looks for a partner named "pile1" The tags also seem to be arbitrary. So names like "BlueRiverBridge" or "CaliforniaHawaiiBridge" work.
|
03 | ??? | - | Usually "0005" or "0007" | Unknown |
04 | ??? | # Face ID | 0 | Unknown |
05 | ??? | # Face Message Table | 0 | Unknown |
06 | Position | "mPos" |
<float float float> |
Location in 3D space. |
07 | Scale | "mBaseScale" |
<float> |
Exact use unknown, as testing has shown many objects ignore changes to this value. |
08 | Rotation | "mPosture" |
<float float float> |
Sets X, Y, and Z rotation of the spawned object. |
09 | Saving | "mSaveOption" |
Chart below | Exact use is unknown. Table below for recording it's values. |
10 | ??? | "mPosAlign" |
1 |
Unknown |
11 | Number | "mNum" |
1 |
Amount of the object that spawns. |
12 | ??? | "mEmitRadius" |
0.0 |
Unknown |
13 | Drops | "mDrop" |
Chart Below | Items that the object spawns upon death. |
14 | Health | "mMaxLife" |
{<Float>} |
For reference Bulborbs have 1000 health, and dirt walls have 6000. |
15 | All Health Ratio | "mAllLifeRatio" |
{<Float>} |
A multiplier for the object's health. So 200HP & mAllLifeRatio of 4 = is 800HP. Used in the Beady Long Legs bosses. |
15 | Artic Variant | "mWhite" |
{<Boolean>} |
Changes the object into the snow variant. Used in the Beady Long Legs bosses. |
15 | Already on land | "mLand" |
{<Boolean>} |
Changes if the object is hiding before the fight. Used in the Beady Long Legs bosses. |
15 | Save landed status | "mLandSave" |
{<Boolean>} |
After the object is deployed, this dictates if it stays on the ground after the day's end. Used in the Beady Long Legs bosses. |
16 | Health Ratio | "mLifeRatio" |
{<Float>} |
A multiplier for the object's health. So 200HP & mLifeRatio of 4 = is 800HP. Some objects do not respond to mMaxLife, in those cases, use this. |
16 | ??? | "mBreakFlag" |
{0} |
Unknown |
16 | ??? | "mForceSplineWalk" |
{0} |
Unknown |
16 | ??? | "mRotYDeg" |
{<Float>} |
Unknown |
17 | 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 |
18 | 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 to drop | <Identifier> |
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 |
Obstacles
- Bridge piece station
Readable name | Identifier | value | Notes |
---|---|---|---|
Bridge piece station type | - |
(Identifier) | |
??? | - | Usually "0005" or "0007" |
Unknown |
Tags | - | "" "" "" |
"<This object's tag>" "<Partner's tag>" "<Second partner's tag>" |
Position | "mPos" |
<float> <float> <float> |
Location in 3D space. |
Scale | "mBaseScale" |
<float> |
Exact use unknown, as testing has shown many objects ignore changes to this value. |
Rotation | "mPosture" |
<float> <float> <float> |
Sets X, Y, and Z rotation of the spawned object. |
Initial pieces | "mNendoNum" |
10 |
How many pieces are in the pile upon generation |
??? | "mSaveNum2" |
1 |
Unknown |
??? | "mWorkRatio" |
0.0 |
Unknown |
Bridge color | mColor |
0 |
The color of the bridge. Brown is 0, Blue is 6, Red is 9. |
To do: Complete the list of materials for the ramp.
- Bridge
Readable name | Generator name | value | Notes |
---|---|---|---|
Bridge type | - |
(Identifier) | |
??? | - | Usually "0005" or "0007" |
Unknown |
Tags | - | "" "" "" |
"<This object's tag>" "<Partner's tag>" "<Second partner's tag>" |
??? | "mPosAlign" |
0 |
Unknown |
Number | "mNum" |
<Integer> |
Amount to spawn, useless in bridges. |
??? | "mEmitRadius" |
0.0 |
Unknown |
Drops | "mDrop" |
Chart above | Items that the object spawns upon death. |
Cutscene | "mDemoIndex" |
"(demoID)" |
ID's come from the files within /romfs/CMCmn/demo Leave blank for none.
|
??? | "mDead" |
0 |
Unknown |
??? | "mWorkRatio" |
0.0 |
Unknown |
Initial pieces | "mInitNum" |
<Integer> |
How many pieces are in the bridge upon generation |
Destination | "mEndPos" |
<float> <float> <float> |
Where the bridge will end. |
Ramp | "mBase" |
<Boolean> |
Dictates if the bridge will have the little dirt ramp. |
Ramp Material | "mMapMaterialName" |
<2> <material> |
Dictates the "little ramp" material. Options include: "A_snowB", "A_ground_00", "A_grdA" |
Bridge color | "mColor" |
0 |
The color of the bridge. Brown is 0, Blue is 6, Red is 9. |
Invisible wall for long bridges | "mStopperB" |
0 |
Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification) |
Invisible wall for short bridges | "mSmallStopper" |
0 |
Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification) |
??? | "mThrowThrough" |
0 |
Unknown |