Difference between revisions of "GameobjectParam"
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{"mEmitRadius" {<0.00000000>} | {"mEmitRadius" {<0.00000000>} | ||
− | {"mDrop"{<4> <1> <4> <1.00000000> <"Raspberry"> <3> <10> <0> <0> <1> <1> <1> }} | + | {"mDrop"{<4> <1> {<4> <1.00000000> <"Raspberry"> <3> <10> <0> <0> <1> <1> <1> }}} |
{"mMaxLife"<200.00000000>} | {"mMaxLife"<200.00000000>} |
Revision as of 14:41, 5 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 |
- Fruit Branch Options
Readable Name | Identifier | Status |
---|---|---|
Apple | apple | Perfect |
Apricot | apricot | Perfect |
Avocado | avocado | Works fine, but isn't aligned on the branch. |
Marble | b_dama | Works fine, but isn't aligned on the branch. |
Banana | canana | Not at all |
Chance Time marble | chance_dama | Untested |
Cherry | cherry | Works fine, but isn't aligned on the branch. |
Dekopon | dekopon | Perfect |
Fig | fig | Perfect |
Grapefruit | gfruit | Works fine, but isn't aligned on the branch. |
Cherry | ghold_cherry | Works fine, but isn't aligned on the branch. |
Gold Strawberry | gold_ichigo | Works fine, but isn't aligned on the branch. |
Purple grapes | grape | Crash |
Purple grape | grape_carry | Dosen't load. |
Kiwi | kiwi | Perfect |
Kiwigold | kiwigold | Perfect |
Lemon | lemon | Perfect |
Lime | lime | Perfect |
Loquat | loquat | Perfect |
Mango | mango | Untested |
Mangosteen | mangosteen | Not at all |
Japanese melon | melon | Works fine, but isn't aligned on the branch. |
Orange | mikan/orange | Untested |
Green Grapes | muscat | Crash |
Green Grape | muscat_carry | Not at all |
Asian Pear | nashi | Perfect. |
Papaya | papaya | Works fine, but isn't aligned on the branch. |
Peach | peach | Works fine, but isn't aligned on the branch. |
Pear | pear | Perfect |
Persimmon | persimmon | Perfect |
Pitaya | pitaya | Not at all. |
Plum | plum | Perfect |
Raspberry | raspberry | Kind of. |
Starfruit | starfruit | Perfect. |
Strawberry | strawberry | Kind of. |
Watermelon | watermelon | Not at all. |
Victory Macaroon | win_dama | Untested |
Egg | egg | Not at all. |
Bombrock | bomb | Not at all. |
Dodge Whistle | StepOut | Not at all. |
10 Pellet | pellet3 | Not at all. |
Onion | onyon | Works fine for all but pink and blue, as long as you remove the cutscene (mDemoIndex) attached to it. |
Louie | luzy | Not at all. |