Difference between revisions of "GameobjectParam"

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{{DISPLAYTITLE:GameobjectParam}}
 
{{DISPLAYTITLE:GameobjectParam}}
  
List of ''Pikmin 3''' generator objects that have special parameters that can be edited per instance, such as health or drops.
+
In ''Pikmin 3'', object generators can have special properties that can be edited per instance, such as health or drops. For instance, while Female Sheargrubs have 45 health by default, you can place a specific Female Sheargrub on the map with just 1 health point. This article explains those properties.
  
 +
== Basic information ==
 +
=== Terminology ===
  
== Basic Information ==
+
* '''Identifier''': Name used by the generator to spawn objects into the map. This is what the game uses to load from <code>/romfs/CMCmn/generator/&lt;map name&gt;</code>.
;Terminology
+
* '''Object'''/'''Gameobject''': Something that spawns into the map when you load the map. Creatures, obstacles, plants, etc.
:
+
* '''Float''': A number ''with'' decimal points (e.g. 1.5).
''Generator name'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code>
+
* '''Integer''': A number ''without'' a decimal (e.g. 1).
 +
* '''Boolean''': Either "0" or "1" to represent "false" or "true".
  
''Object''/''Gameobject'' = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect.
+
=== Example ===
 +
An example of a Dwarf Bulborb that has double health, and drops between three and ten Juicy Gaggles upon death.
  
''Float'' = A number ''with'' decimal points. (e.g. 1.5)
+
<pre>
 
 
''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"
 
"Kochappy"
  
Line 33: Line 32:
 
{"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>}
  
== Enemies/Captains/Pikmin ==
+
</pre>
 +
 
 +
== Enemies, leaders, Pikmin ==
 +
=== Properties ===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Location || Readable name || Generator name || Value || Notes
+
! Order || Readable name || Identifier || Value || Notes
 
|-
 
|-
|01 || Creature || - || <code>"<Generator name>"</code> || * [https://pikmintkb.com/wiki/Pikmin_3_identifiers] - Enemies by Generator name. * [https://www.pikminwiki.com/Enemy#In_Pikmin_3] - Enemies by Picture/In game name.
+
|01 || Creature || - || <code>"<Identifier>"</code> || Helpful links: [[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, the first tin box lift would be <code>"lift1" "nail1" ""</code> to give itself the name "lift1" and looks for a partner named "nail1"
+
|02 || Tags || - || <code>"" "" ""</code> || The first quote holds 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 tag <code>bridge1</code> and looks for a partner tagged with <code>pile1</code>. The tags also seem to be arbitrary. So names like <code>BlueRiverBridge</code> or <code>CaliforniaHawaiiBridge</code> work.
 
|-
 
|-
|03 || ??? || - || Usually 0005 or 0007 || Unknown
+
|03 || ??? || - || Usually "0005" or "0007" || Unknown
 
|-
 
|-
|04 || ??? || # Face ID || 0 || Unknown
+
|04 || ??? || - || 0 || Unknown. Has the comment <code># Face ID</code>.
 
|-
 
|-
|05 || ??? || # Face Message Table || 0 || Unknown
+
|05 || ??? || - || 0 || Unknown. Has the comment <code># Face Message Table</code>.
 
|-
 
|-
 
|06 || Position || <code>"mPos"</code> || <code><float float float></code> || Location in 3D space.
 
|06 || Position || <code>"mPos"</code> || <code><float float float></code> || Location in 3D space.
Line 57: Line 59:
 
|08 || Rotation || <code>"mPosture"</code> || <code><float float float></code> || Sets X, Y, and Z rotation of the spawned object.
 
|08 || Rotation || <code>"mPosture"</code> || <code><float float float></code> || Sets X, Y, and Z rotation of the spawned object.
 
|-
 
|-
|09 || Saving || <code>"mSaveOption" || Chart below || Exact use is unknown. Table below for recording it's values.
+
|09 || Saving || <code>"mSaveOption" || [[#Save options|See here]] || Exact use is unknown. The table below in this article holds its values.
 
|-
 
|-
 
|10 || ??? || <code>"mPosAlign" || <code>1</code> || Unknown
 
|10 || ??? || <code>"mPosAlign" || <code>1</code> || Unknown
Line 63: Line 65:
 
|11 || Number || <code>"mNum" || <code>1</code> || Amount of the object that spawns.
 
|11 || Number || <code>"mNum" || <code>1</code> || Amount of the object that spawns.
 
|-
 
|-
|12 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknonw
+
|12 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 
|-
 
|-
|13 || Drops || <code>"mDrop" || <code>Chart Below</code> || Items that the object spawns upon death.
+
|13 || Drops || <code>"mDrop" || [[#Drop options|See here]] || Items that the object spawns upon death. The table below in this article holds its values.
 
|-
 
|-
|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 || 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 || All health ratio || <code>"mAllLifeRatio"</code> || <code>{<Float>}</code> || A multiplier for the object's health. So 200HP and a "mAllLifeRatio" of 4 = 800HP. Used by the Long Legs bosses.
 
|-
 
|-
|16 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code>{<Integer>}</code> || Used in Pongashi/Candypop buds to decide when the flower wilts away.
+
|15 || Arctic variant || <code>"mWhite"</code> || <code>{<Boolean>}</code> || Changes the object into the snow variant. Used by the Shaggy Long Legs.
 +
|-
 +
|15 || Already on land || <code>"mLand"</code> || <code>{<Boolean>}</code> || Changes if the object is hiding before the fight. Used by the 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 by the Long Legs bosses.
 +
|-
 +
|16 || Health ratio || <code>"mLifeRatio"</code> || <code>{<Float>}</code> || A multiplier for the object's health. So 200HP and a "mLifeRatio" of 4 = 800HP. Some objects do not respond to mMaxLife, so in those cases, use this.
 +
|-
 +
|16 || ??? || <code>"mBreakFlag"</code> || <code>{0}</code> || Unknown
 +
|-
 +
|16 || ??? || <code>"mForceSplineWalk"</code> || <code>{0}</code> || Unknown
 +
|-
 +
|16 || ??? || <code>"mRotYDeg"</code> || <code>{<Float>}</code> || Unknown
 +
|-
 +
|17 || Pikmin/leader ID || <code>"mColor"</code> || <code><Integer></code> || 0 for Pikpik carrot, 1 for Purple Pikmin, 2 for Blue Pikmin, 3 for Red Pikmin, 4 for White Pikmin, 5 for Yellow Pikmin, 6 for Winged Pikmin, 7 for Rock Pikmin, 8 for Alph, 9 for Brittany, 10 for Charlie, 11 for Louie, 12 for Olimar.
 +
|-
 +
|18 || Max Pikmin to convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used by Candypop Buds to decide when the flower wilts away.
 
|}
 
|}
  
;Save options
+
=== Save options ===
;
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Name || Value || Use/Notes
+
! Name || Value || Notes
 
|-
 
|-
| <code># flag</code> || 1 || Unknown
+
| <code># flag</code> || <code>1</code> || Unknown
 
|-
 
|-
| <code># birthday</code> || 0 || Unknown
+
| <code># birthday</code> || <code>0</code> || Unknown
 
|-
 
|-
| <code># deadday</code> || 0 || Unknown
+
| <code># deadday</code> || <code>0</code> || Unknown
 
|-
 
|-
| <code># interval</code> || 1 || Unknown
+
| <code># interval</code> || <code>1</code> || Unknown
 
|-
 
|-
| <code># expireday</code> || 0 || Unknown
+
| <code># expireday</code> || <code>0</code> || Unknown
 
|-
 
|-
| <code># curr num</code> || 1 || Unknown
+
| <code># curr num</code> || <code>1</code> || Unknown
 
|-
 
|-
| <code># expire progress</code> || 0 || Unknown
+
| <code># expire progress</code> || 0</code> || Unknown
 
|}
 
|}
  
;Drop options
+
=== Drop options ===
;
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Name || Value || Use/Notes
+
! Name || Value || Notes
 +
|-
 +
| ??? || <code>4</code> || Unknown
 +
|-
 +
| ??? || <code>1</code> || Unknown
 +
|-
 +
| ??? || <code>4</code> || Unknown
 
|-
 
|-
| <code>???</code> || 4 || Unknown
+
| ??? || <code>1.0</code> || Unknown
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| Item to drop || <code><Identifier></code> || Item to spawn
 
|-
 
|-
| <code>???</code> || 4 || Unknown
+
| Minimum drop amount || <code>1</code> || Minimum amount of items to spawn
 
|-
 
|-
| <code>???</code> || 1.0 || Unknown
+
| Max drop amount || <code>2</code> || Maximum amount of items to spawn
 
|-
 
|-
| <code>Item</code> || <Generator name> || Item to spawn
+
| ??? || <code>0</code> || Unknown
 
|-
 
|-
| <code>Minimum drop amount</code> || 1 || Minimum amount of items to spawn
+
| ??? || <code>0</code> || Unknown
 
|-
 
|-
| <code>Max drop amount</code> || 2 || Maximum amount of items to spawn
+
| ??? || <code>1</code> || Unknown
 
|-
 
|-
| <code>???</code> || 0 || Unknown
+
| ??? || <code>1</code> || Unknown
 
|-
 
|-
| <code>???</code> || 0 || Unknown
+
| ??? || <code>1</code> || Unknown
 +
|}
 +
 
 +
== Obstacles ==
 +
=== Bridge fragment pile ===
 +
{| class="wikitable sortable"
 +
! Readable name || Identifier || value || Notes
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| Bridge fragment pile type || <code>-</code> || (Identifier) ||  
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
 +
|-
 +
| Position || <code>"mPos"</code> || <code><float> <float> <float></code> || Location in 3D space.
 +
|-
 +
| Scale || <code>"mBaseScale"</code> || <code><float></code> || Exact use unknown, as testing has shown many objects ignore changes to this value.
 +
|-
 +
| Rotation || <code>"mPosture"</code> || <code><float> <float> <float></code> || Sets X, Y, and Z rotation of the spawned object.
 +
|-
 +
| Initial fragments || <code>"mNendoNum"</code> || <code>10</code> || How many fragments are in the pile upon generation.
 +
|-
 +
| ??? || <code>"mSaveNum2"</code> || <code>1</code> || Unknown
 +
|-
 +
| ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown
 +
|-
 +
| Bridge color || <code>mColor</code> || <code>0</code> || The color of the bridge. Brown is 0, blue is 6, red is 9.
 
|}
 
|}
  
== Objects ==
+
{{todo|Complete the list of materials for the ramp.}}
 +
 
 +
=== Bridge ===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! In game name || Generator Name || Notes
+
! Readable name || Generator name || value || Notes
 +
|-
 +
| Bridge type || <code>-</code> || (Identifier) ||
 +
|-
 +
| ??? || - || <code>Usually "0005" or "0007"</code> || Exact meaning unknown, but the default is "0005", and "0007" if you want to include the difficulty table.
 +
|-
 +
| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
 +
|-
 +
| ??? || <code>"mPosAlign"</code> || <code>0</code> || Unknown
 +
|-
 +
| Number || <code>"mNum"</code> || <code><Integer></code> || Amount to spawn, useless in bridges.
 +
|-
 +
| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 +
|-
 +
| Drops || <code>"mDrop" || Chart above || Items that the object spawns upon death.
 +
|-
 +
| 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>"mWorkRatio"</code> || <code>0.0</code> || Unknown
 +
|-
 +
| 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.
 +
|-
 +
| 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", "A_grdA".
 +
|-
 +
| Bridge color || <code>"mColor"</code> || <code>0</code> || The color of the bridge. Brown is 0, blue is 6, red is 9.
 +
|-
 +
| Invisible wall for long bridges || <code>"mStopperB"</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> || Unknown
 +
|}
 +
 
 +
=== Fruit branch options ===
 +
{| class="wikitable sortable"
 +
! Readable Name || Identifier || Status
 +
|-
 +
| Apple || apple || Perfect
 +
|-
 +
| Apricot || apricot || Perfect
 +
|-
 +
| Avocado || avocado || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Marble || b_dama || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Banana || canana || Not at all
 +
|-
 +
| Chance Time marble || chance_dama || Untested
 +
|-
 +
| Cherry || cherry || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Dekopon || dekopon || Perfect
 +
|-
 +
| Fig || fig || Perfect
 +
|-
 +
| Grapefruit || gfruit || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Cherry || ghold_cherry || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Gold Strawberry || gold_ichigo || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Purple grapes || grape || Crash
 +
|-
 +
| Purple grape || grape_carry || Doesn'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
 
|-
 
|-
| <code>NA</code> || NA || NA
+
| Japanese melon || melon || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Orange || mikan/orange || Untested
 +
|-
 +
| Green Grapes || muscat || Crashes
 +
|-
 +
| Green Grape || muscat_carry || Not at all
 +
|-
 +
| Asian Pear || nashi || Perfect.
 +
|-
 +
| Papaya || papaya  || Works fine, but isn't aligned to the branch.
 +
|-
 +
| Peach || peach || Works fine, but isn't aligned to 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.
 
|}
 
|}
  
 +
=== Enemy values ===
 +
{| class="wikitable sortable"
 +
! Game name || Identifier || Weight || Max carriers || Seeds || Value (Pokos/souls) || HP || Regen?
 +
|-
 +
| Calcified Crushblat || CrystalFrog || 12 || 25 || 20 || 70/70 || 1000 || ??
 +
|-
 +
| Puckering Blinnow || Tobiuo || 1 || 2 || 2 || 15/15 || 74 || No
 +
|-
 +
| Female Sheargrub || UjinkoA || ? || ? || ? || ??/?? || 45 || ??
 +
|-
 +
| Male Sheargrub || UjinkoB || ? || ? || ? || ??/?? || 45 || ??
 +
|-
 +
| Swarming Sheargrub || UjinkoC || 1 || 1 || 1 || 5/5 || 45 ||
 +
|-
 +
| Pyroclasmic Slooch || Kajiokoshi || 3 || 6 || 4 || 20/20 || 300 || ??
 +
|-
 +
| Skitter Leaf || Hambo || ? || ? || ? || ??/?? || 45 || ??
 +
|-
 +
| Yellow Wollywog || Frog || 5 || 10 || 8 || 30/30 || 900 || No
 +
|-
 +
| Peckish Aristocrab || Kanitama || 8 || 16 || 15 || 100/100 || 1500 || ??
 +
|-
 +
| Hermit Crawmad || Shako || 5 || 10 || 8 || 30/30 || 750 || No
 +
|-
 +
| Bug-Eyed Crawmad || Demejako || 12 || 25 || 8 || 30/30 || 750 || No
 +
|-
 +
| Whiptongue Bulborb || Arikui || 12 || 25 || 15 || 50/50 || 1300 || ??
 +
|}
  
 
[[Category:File formats]]
 
[[Category:File formats]]
 
[[Category:Pikmin 3]]
 
[[Category:Pikmin 3]]

Latest revision as of 20:45, 28 December 2022


In Pikmin 3, object generators can have special properties that can be edited per instance, such as health or drops. For instance, while Female Sheargrubs have 45 health by default, you can place a specific Female Sheargrub on the map with just 1 health point. This article explains those properties.

Basic information[edit]

Terminology[edit]

  • Identifier: Name used by the generator to spawn objects into the map. This is what the game uses to load from /romfs/CMCmn/generator/<map name>.
  • Object/Gameobject: Something that spawns into the map when you load the map. Creatures, obstacles, plants, etc.
  • Float: A number with decimal points (e.g. 1.5).
  • Integer: A number without a decimal (e.g. 1).
  • Boolean: Either "0" or "1" to represent "false" or "true".

Example[edit]

An example of a Dwarf Bulborb that has double health, and drops between three and ten Juicy Gaggles 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, leaders, Pikmin[edit]

Properties[edit]

Order Readable name Identifier Value Notes
01 Creature - "<Identifier>" Helpful links: enemies by identifier, enemies by picture/in-game name.
02 Tags - "" "" "" The first quote holds 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 tag bridge1 and looks for a partner tagged with pile1. The tags also seem to be arbitrary. So names like BlueRiverBridge or CaliforniaHawaiiBridge work.
03 ??? - Usually "0005" or "0007" Unknown
04 ??? - 0 Unknown. Has the comment # Face ID.
05 ??? - 0 Unknown. Has the comment # Face Message Table.
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" See here Exact use is unknown. The table below in this article holds its values.
10 ??? "mPosAlign" 1 Unknown
11 Number "mNum" 1 Amount of the object that spawns.
12 ??? "mEmitRadius" 0.0 Unknown
13 Drops "mDrop" See here Items that the object spawns upon death. The table below in this article holds its values.
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 and a "mAllLifeRatio" of 4 = 800HP. Used by the Long Legs bosses.
15 Arctic variant "mWhite" {<Boolean>} Changes the object into the snow variant. Used by the Shaggy Long Legs.
15 Already on land "mLand" {<Boolean>} Changes if the object is hiding before the fight. Used by the 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 by the Long Legs bosses.
16 Health ratio "mLifeRatio" {<Float>} A multiplier for the object's health. So 200HP and a "mLifeRatio" of 4 = 800HP. Some objects do not respond to mMaxLife, so in those cases, use this.
16 ??? "mBreakFlag" {0} Unknown
16 ??? "mForceSplineWalk" {0} Unknown
16 ??? "mRotYDeg" {<Float>} Unknown
17 Pikmin/leader ID "mColor" <Integer> 0 for Pikpik carrot, 1 for Purple Pikmin, 2 for Blue Pikmin, 3 for Red Pikmin, 4 for White Pikmin, 5 for Yellow Pikmin, 6 for Winged Pikmin, 7 for Rock Pikmin, 8 for Alph, 9 for Brittany, 10 for Charlie, 11 for Louie, 12 for Olimar.
18 Max Pikmin to convert "mSwallowMax" <Integer> Used by Candypop Buds to decide when the flower wilts away.

Save options[edit]

Name Value 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[edit]

Name Value 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[edit]

Bridge fragment pile[edit]

Readable name Identifier value Notes
Bridge fragment pile 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 fragments "mNendoNum" 10 How many fragments 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[edit]

Readable name Generator name value Notes
Bridge type - (Identifier)
??? - Usually "0005" or "0007" Exact meaning unknown, but the default is "0005", and "0007" if you want to include the difficulty table.
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[edit]

Readable Name Identifier Status
Apple apple Perfect
Apricot apricot Perfect
Avocado avocado Works fine, but isn't aligned to the branch.
Marble b_dama Works fine, but isn't aligned to the branch.
Banana canana Not at all
Chance Time marble chance_dama Untested
Cherry cherry Works fine, but isn't aligned to the branch.
Dekopon dekopon Perfect
Fig fig Perfect
Grapefruit gfruit Works fine, but isn't aligned to the branch.
Cherry ghold_cherry Works fine, but isn't aligned to the branch.
Gold Strawberry gold_ichigo Works fine, but isn't aligned to the branch.
Purple grapes grape Crash
Purple grape grape_carry Doesn'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 to the branch.
Orange mikan/orange Untested
Green Grapes muscat Crashes
Green Grape muscat_carry Not at all
Asian Pear nashi Perfect.
Papaya papaya Works fine, but isn't aligned to the branch.
Peach peach Works fine, but isn't aligned to 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.

Enemy values[edit]

Game name Identifier Weight Max carriers Seeds Value (Pokos/souls) HP Regen?
Calcified Crushblat CrystalFrog 12 25 20 70/70 1000 ??
Puckering Blinnow Tobiuo 1 2 2 15/15 74 No
Female Sheargrub UjinkoA ? ? ? ??/?? 45 ??
Male Sheargrub UjinkoB ? ? ? ??/?? 45 ??
Swarming Sheargrub UjinkoC 1 1 1 5/5 45
Pyroclasmic Slooch Kajiokoshi 3 6 4 20/20 300 ??
Skitter Leaf Hambo ? ? ? ??/?? 45 ??
Yellow Wollywog Frog 5 10 8 30/30 900 No
Peckish Aristocrab Kanitama 8 16 15 100/100 1500 ??
Hermit Crawmad Shako 5 10 8 30/30 750 No
Bug-Eyed Crawmad Demejako 12 25 8 30/30 750 No
Whiptongue Bulborb Arikui 12 25 15 50/50 1300 ??