Difference between revisions of "Pikmin 2 enemy parameters"
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===enemyanimmgr.txt=== | ===enemyanimmgr.txt=== | ||
This is the configuration file that assigns animations(.bca) to entities. | This is the configuration file that assigns animations(.bca) to entities. | ||
+ | {{todo|Document the lines.}} | ||
===enemycoll.txt=== | ===enemycoll.txt=== | ||
− | + | The collision of the entity. Unlike other models that use a specific collision model (grid.bin), enemy collision is defined in a simple text file. | |
+ | {{todo|Document the lines.}} | ||
+ | |||
===enemyanparm.txt=== | ===enemyanparm.txt=== | ||
+ | The entity parameters of inside this configuration are most commonly divided into 3 sets of tables: (Properties will vary frequently among entities as some are not relevant for all.) | ||
+ | |||
+ | ===={s00x}==== | ||
+ | These change the entity's physics interactions within the world. May have interactions with how dead enemies can be sent flying in certain circumstances due to a compression between collisions. | ||
+ | |||
+ | ===={fpxx} and {ip0x}==== | ||
+ | Mostly used for changing general enemy statistics. These changes include HP, Ai tracking, movespeed, damage hitbox radius, and so much more. | ||
− | + | ===={fpxx} (Enemy specific)==== | |
+ | These properties affect things that are attributed specifically to the entity. | ||
− | Example | + | ====Example Configuration==== |
− | {|class="wikitable sortable mw-collapsible" | + | Example from <code>\data\houdai\enemyparm.txt</code>; this is the Man-at-Legs' parameters. |
− | | | + | {|class="wikitable sortable mw-collapsible" |
− | <source lang="powershell"> | + | |+ class="nowrap" | Configuration Contents "/data/ |
+ | ! Configuration Contents | ||
+ | <div align="left"><source lang="powershell"> | ||
# Creature::Property | # Creature::Property | ||
{ | { | ||
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# EnemyParmsBase | # EnemyParmsBase | ||
{ | { | ||
− | {fp00} 4 2800.000000 # ライフ | + | {fp00} 4 2800.000000 # ライフ (life) |
− | {fp27} 4 115.000000 # ライフの高さ | + | {fp27} 4 115.000000 # ライフの高さ (Life height, likely health bar placement) |
− | {fp31} 4 0.000000 # ライフ回復率 | + | {fp31} 4 0.000000 # ライフ回復率 (Life recovery rate) |
− | {fp30} 4 50.000000 # 警戒ライフ | + | {fp30} 4 50.000000 # 警戒ライフ (Alert Life) |
− | {fp01} 4 10.000000 # マップとの当り | + | {fp01} 4 10.000000 # マップとの当り (Hit with a map) |
− | {fp33} 4 75.000000 # マップとのあたりポリゴンの選定 | + | {fp33} 4 75.000000 # マップとのあたりポリゴンの選定 (Selection of perimeter polygon with map) |
− | {fp34} 4 20.000000 # ピクミンとのあたり | + | {fp34} 4 20.000000 # ピクミンとのあたり (With Pikmin) |
− | {fp32} 4 175.000000 # LOD半径 | + | {fp32} 4 175.000000 # LOD半径 (LOD radius |
− | {fp02} 4 0.100000 # ダメージスケールXZ | + | {fp02} 4 0.100000 # ダメージスケールXZ (Damage scale XZ) |
− | {fp03} 4 0.100000 # ダメージスケールY | + | {fp03} 4 0.100000 # ダメージスケールY (Damage scale Y) |
− | {fp04} 4 0.500000 # ダメージフレーム | + | {fp04} 4 0.500000 # ダメージフレーム (Damage frame) |
− | {fp05} 4 0.000100 # 質量 | + | {fp05} 4 0.000100 # 質量 (quality) |
− | {fp06} 4 250.000000 # 速度 | + | {fp06} 4 250.000000 # 速度 (speed) |
− | {fp08} 4 0.200000 # 回転速度率 | + | {fp08} 4 0.200000 # 回転速度率 (Recovery rate) |
− | {fp28} 4 60.000000 # 回転最大速度 | + | {fp28} 4 60.000000 # 回転最大速度 (Maximum rotation speed) |
− | {fp09} 4 800.000000 # テリトリー | + | {fp09} 4 800.000000 # テリトリー (territory) |
− | {fp10} 4 75.000000 # ホーム範囲 | + | {fp10} 4 75.000000 # ホーム範囲 (Home range) |
− | {fp11} 4 70.000000 # プライベート距離 | + | {fp11} 4 70.000000 # プライベート距離 (Private range) |
− | {fp12} 4 600.000000 # 視界距離 | + | {fp12} 4 600.000000 # 視界距離 (Visibility distance) |
− | {fp25} 4 50.000000 # 視界高 | + | {fp25} 4 50.000000 # 視界高 (High horizon) |
− | {fp13} 4 180.000000 # 視界角度 | + | {fp13} 4 180.000000 # 視界角度 (Horizon angle) |
− | {fp14} 4 800.000000 # 探索距離 | + | {fp14} 4 800.000000 # 探索距離 (Exploring distance) |
− | {fp26} 4 40.000000 # 探索高 | + | {fp26} 4 40.000000 # 探索高 (Exploring high |
− | {fp15} 4 7.000000 # 探索角度 | + | {fp15} 4 7.000000 # 探索角度 (Exploration angle) |
− | {fp17} 4 500.000000 # 振り払い力 | + | {fp17} 4 500.000000 # 振り払い力 (Shake-off power) |
− | {fp18} 4 0.000000 # 振り払いダメージ | + | {fp18} 4 0.000000 # 振り払いダメージ (Shake-off damage) |
− | {fp19} 4 25.000000 # 振り払い範囲 | + | {fp19} 4 25.000000 # 振り払い範囲 (Shake-off range) |
− | {fp16} 4 1.000000 # 振り払い率 | + | {fp16} 4 1.000000 # 振り払い率 (Shake-off rate) |
− | {fp20} 4 75.000000 # 攻撃可能範囲 | + | {fp20} 4 75.000000 # 攻撃可能範囲 (Attackable range) |
− | {fp21} 4 25.000000 # 攻撃可能角度 | + | {fp21} 4 25.000000 # 攻撃可能角度 (Attackable angle) |
− | {fp22} 4 10.000000 # 攻撃ヒット範囲 | + | {fp22} 4 10.000000 # 攻撃ヒット範囲 (Attack hit range) |
− | {fp23} 4 0.004000 # 攻撃ヒット角度 | + | {fp23} 4 0.004000 # 攻撃ヒット角度 (Attack hit angle) |
− | {fp24} 4 10.000000 # 攻撃力 | + | {fp24} 4 10.000000 # 攻撃力 (Attack hit damage towards leaders) |
− | {fp29} 4 15.000000 # 警戒時間 | + | {fp29} 4 15.000000 # 警戒時間 (Alert time) |
− | {fp35} 4 1.000000 # 石化時間 | + | {fp35} 4 1.000000 # 石化時間 (Petrochemical time - Bitter spray effect time) |
− | {fp36} 4 50.000000 # ヒップドロップダメージ | + | {fp36} 4 50.000000 # ヒップドロップダメージ (Hip drop damage - Purple Pikmin ground pound damage) |
− | {fp37} 4 0.000000 # | + | {fp37} 4 0.000000 # (Seismic probability - Purple Pikmin stun chance) |
− | {fp38} 4 5.000000 # 地震気絶時間 | + | {fp38} 4 5.000000 # 地震気絶時間 (Earthquake stunning time - Purple Pikmin stun time) |
− | {ip01} 4 10 # 振り払い打撃A | + | {ip01} 4 10 # 振り払い打撃A (Shake-off shot A) |
− | {ip02} 4 30 # 振り払い張付1 | + | {ip02} 4 30 # 振り払い張付1 (Shake-off attachment attachment 1) |
− | {ip03} 4 15 # 振り払い打撃B | + | {ip03} 4 15 # 振り払い打撃B (Shake-off shot B) |
− | {ip04} 4 37 # 振り払い張付2 | + | {ip04} 4 37 # 振り払い張付2 (Shake-off attachment attachment 2) |
− | {ip05} 4 25 # 振り払い打撃C | + | {ip05} 4 25 # 振り払い打撃C (Shake-off shot C) |
− | {ip06} 4 50 # 振り払い張付3 | + | {ip06} 4 50 # 振り払い張付3 (Shake-off attachment attachment 3) |
− | {ip07} 4 30 # 振り払い打撃D | + | {ip07} 4 30 # 振り払い打撃D (Shake-off shot D) |
{_eof} | {_eof} | ||
} | } | ||
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{_eof} | {_eof} | ||
} | } | ||
− | </source> | + | </source></div> |
|} | |} | ||
===enemystoneinfo.txt=== | ===enemystoneinfo.txt=== | ||
− | + | This file determines how the enemy will look when sprayed with Ultra Bitter Spray. It appears to be based on the bones present within the enemy's model. | |
+ | |||
+ | == See also == | ||
+ | * [[Pikmin 2 gEnemyInfo|''Pikmin 2'' gEnemyInfo]] |
Latest revision as of 17:08, 17 June 2024
The file list containing the parameters for each of the enemies in Pikmin 2. These can be found in the compressed file enemyParms.szs
located in root/enemy/parm. Accessing individual files requires the use of a SZS/ARC extractor. Decompressing this file yields a file system of "data/internalname*/". There can be up to 4 config files found within each folder.
Contents
Enemy List With Parameter Files[edit]
Entity | Internal Name |
---|---|
Cloaking Burrow-nit | armor
|
Bulborb Larva | baby
|
Raging Long Legs | bigfoot
|
Titan Dweevil | bigtreasure
|
Waterwraith | blackman
|
Orange Bulborb | bluechappy
|
Dwarf Orange Bulborb | bluekochappy
|
Bomb Rock | bomb
|
Volatile Dweevil | bombotakara
|
Careening Dirigibug | bombsarai
|
Water Dumple | catfish
|
Red Bulborb | chappy
|
Chigoyami Paper | chiyogami
|
Clover | clover
|
Glowstem (green) | daiodogreen
|
Glowstem (red) | daidored
|
Beady Long Legs | damagumo
|
Segmented Crawbster | dangomushi
|
Bumbling Snitchbug | demon
|
Egg | egg
|
Anode Beetle | elecbug
|
Electrical Wire | elechiba
|
Anode Dweevil | elecotakura
|
Doodlebug | fart
|
Fiery Bulblax | firechappy
|
Fiery Dweevil | fireotakura
|
Armored Cannon Beetle Larva (Burrowed) | fkabuto
|
Gatling Groink (Stationary) | fminihoudai
|
Yellow Wollywog | frog
|
Antenna Beetle | fuefuki
|
Gas pipe | gashiba
|
Munge Dweevil | gasotakura
|
Creeping Chrysanthemum | hana
|
Withering Blowhog | hanachirashi
|
Fire geyser | hiba
|
Common Glowcap | hikarikinoko
|
Man-at-Legs | houdai
|
Ravenous Whiskerpillar | imomushi
|
Hermit Crawmad | jigumo
|
Hermit Crawmad Hole | jigumohouse
|
Armored Cannon Beetle Larva | kabuto
|
Figwort (Brown/Large) | kareooinu_l
|
Figwort (Brown/Small) | kareooinu_s
|
Emperor Bulblax | kingchappy
|
Dwarf Red Bulborb | kochappy
|
Iridescent Flint Beetle | kogane
|
Spotty Bulbear | kumachappy
|
Dwarf Bulbear | kumakochappy
|
Lesser Spotted Jellyfloat | kurage
|
Bulbmin | leafchappy
|
Margaret | margaret
|
Puffy Blowhog | mar
|
Wollywog | marofrog
|
Gatling Groink | minihoudai
|
Mamuta | miulin
|
Foxtail | nekojarashi
|
Greater Spotted Jellyfloat | onikurage
|
Figwort (Red/Large) | ooinu_l
|
Figwort (Red/Small) | ooinu_s
|
Giant Breadbug | oopanmodoki
|
Breadbug | otakara
|
Giant Breadbug Hole | panhouse
|
Breadbug Hole | panmodoki
|
Pellet Posy | pelplant
|
Candypop Bud | pom
|
Empress Bulblax | queen
|
Honeywisp | qurione
|
Decorated Cannon Beetle | rkabuto
|
Falling Boulder | rock
|
Swooping Snitchbug | sarai
|
Unmarked Spectralids | shijimichou
|
Burrowing Snagret | snakecrow
|
Pileated Snagret | snakewhole
|
Skitter Leaf | sokkuri
|
??? Clogged Hole | stone
|
Wogpole | tadpole
|
Mitite | tamagomushi
|
Fiery Blowhog | tank
|
Dandelion | tanpopo
|
Shearwig | tobi
|
Horsetail | tukushi
|
Waterwraith Rollers | tyre
|
Female Sheargrub | ujia
|
Male Sheargrub | ujib
|
Ranging Bloyster | umimushi
|
Shoot (Tall) | wakame_l
|
Shoot (Short) | wakame_s
|
Seeding Dandelion | watage
|
Caustic Dweevil | waterotakara
|
Iridescent Glint Beetle | wealthy
|
Watery Blowhog | wtank
|
Hairy Bulborb | yellowchappy
|
Snow Bulborb | yellowkochappy
|
Fiddlehead | zenmai
|
Enemy Configuration Files[edit]
enemyanimmgr.txt[edit]
This is the configuration file that assigns animations(.bca) to entities.
To do: Document the lines.
enemycoll.txt[edit]
The collision of the entity. Unlike other models that use a specific collision model (grid.bin), enemy collision is defined in a simple text file.
To do: Document the lines.
enemyanparm.txt[edit]
The entity parameters of inside this configuration are most commonly divided into 3 sets of tables: (Properties will vary frequently among entities as some are not relevant for all.)
{s00x}[edit]
These change the entity's physics interactions within the world. May have interactions with how dead enemies can be sent flying in certain circumstances due to a compression between collisions.
{fpxx} and {ip0x}[edit]
Mostly used for changing general enemy statistics. These changes include HP, Ai tracking, movespeed, damage hitbox radius, and so much more.
{fpxx} (Enemy specific)[edit]
These properties affect things that are attributed specifically to the entity.
Example Configuration[edit]
Example from \data\houdai\enemyparm.txt
; this is the Man-at-Legs' parameters.
Configuration Contents
# Creature::Property
{
{s000} 4 0.500000 # friction(not used)
{s001} 4 0.500000 # wallReflection
{s002} 4 0.250000 # faceDirAdjust
{s003} 4 0.100000 # accel
{s004} 4 0.300000 # bounceFactor
{_eof}
}
# EnemyParmsBase
{
{fp00} 4 2800.000000 # ライフ (life)
{fp27} 4 115.000000 # ライフの高さ (Life height, likely health bar placement)
{fp31} 4 0.000000 # ライフ回復率 (Life recovery rate)
{fp30} 4 50.000000 # 警戒ライフ (Alert Life)
{fp01} 4 10.000000 # マップとの当り (Hit with a map)
{fp33} 4 75.000000 # マップとのあたりポリゴンの選定 (Selection of perimeter polygon with map)
{fp34} 4 20.000000 # ピクミンとのあたり (With Pikmin)
{fp32} 4 175.000000 # LOD半径 (LOD radius
{fp02} 4 0.100000 # ダメージスケールXZ (Damage scale XZ)
{fp03} 4 0.100000 # ダメージスケールY (Damage scale Y)
{fp04} 4 0.500000 # ダメージフレーム (Damage frame)
{fp05} 4 0.000100 # 質量 (quality)
{fp06} 4 250.000000 # 速度 (speed)
{fp08} 4 0.200000 # 回転速度率 (Recovery rate)
{fp28} 4 60.000000 # 回転最大速度 (Maximum rotation speed)
{fp09} 4 800.000000 # テリトリー (territory)
{fp10} 4 75.000000 # ホーム範囲 (Home range)
{fp11} 4 70.000000 # プライベート距離 (Private range)
{fp12} 4 600.000000 # 視界距離 (Visibility distance)
{fp25} 4 50.000000 # 視界高 (High horizon)
{fp13} 4 180.000000 # 視界角度 (Horizon angle)
{fp14} 4 800.000000 # 探索距離 (Exploring distance)
{fp26} 4 40.000000 # 探索高 (Exploring high
{fp15} 4 7.000000 # 探索角度 (Exploration angle)
{fp17} 4 500.000000 # 振り払い力 (Shake-off power)
{fp18} 4 0.000000 # 振り払いダメージ (Shake-off damage)
{fp19} 4 25.000000 # 振り払い範囲 (Shake-off range)
{fp16} 4 1.000000 # 振り払い率 (Shake-off rate)
{fp20} 4 75.000000 # 攻撃可能範囲 (Attackable range)
{fp21} 4 25.000000 # 攻撃可能角度 (Attackable angle)
{fp22} 4 10.000000 # 攻撃ヒット範囲 (Attack hit range)
{fp23} 4 0.004000 # 攻撃ヒット角度 (Attack hit angle)
{fp24} 4 10.000000 # 攻撃力 (Attack hit damage towards leaders)
{fp29} 4 15.000000 # 警戒時間 (Alert time)
{fp35} 4 1.000000 # 石化時間 (Petrochemical time - Bitter spray effect time)
{fp36} 4 50.000000 # ヒップドロップダメージ (Hip drop damage - Purple Pikmin ground pound damage)
{fp37} 4 0.000000 # (Seismic probability - Purple Pikmin stun chance)
{fp38} 4 5.000000 # 地震気絶時間 (Earthquake stunning time - Purple Pikmin stun time)
{ip01} 4 10 # 振り払い打撃A (Shake-off shot A)
{ip02} 4 30 # 振り払い張付1 (Shake-off attachment attachment 1)
{ip03} 4 15 # 振り払い打撃B (Shake-off shot B)
{ip04} 4 37 # 振り払い張付2 (Shake-off attachment attachment 2)
{ip05} 4 25 # 振り払い打撃C (Shake-off shot C)
{ip06} 4 50 # 振り払い張付3 (Shake-off attachment attachment 3)
{ip07} 4 30 # 振り払い打撃D (Shake-off shot D)
{_eof}
}
# EnemyParmsBase
{
{fp01} 4 9.000000 # ベース係数
{fp02} 4 -0.100000 # 上げ減速係数
{fp03} 4 0.500000 # 下げ加速係数
{fp04} 4 -2.000000 # 最低減加速係数
{fp05} 4 10.000000 # 最高減加速係数
{fp06} 4 40.000000 # 足の振り上げ
{fp10} 4 2.500000 # 射撃On:Max
{fp11} 4 0.500000 # 射撃On:Min
{fp12} 4 1.000000 # 射撃Off:Max
{fp13} 4 0.060000 # 射撃Off:Min
{fp20} 4 130.000000 # Last 2 Territory
{_eof}
}
|
---|
enemystoneinfo.txt[edit]
This file determines how the enemy will look when sprayed with Ultra Bitter Spray. It appears to be based on the bones present within the enemy's model.