Difference between revisions of "GameobjectParam"
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{{DISPLAYTITLE:GameobjectParam}} | {{DISPLAYTITLE:GameobjectParam}} | ||
− | + | 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 === | ||
− | + | * '''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/<map name></code>. | |
− | + | * '''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). | |
− | ''Identifier'' | + | * '''Integer''': A number ''without'' a decimal (e.g. 1). |
+ | * '''Boolean''': Either "0" or "1" to represent "false" or "true". | ||
− | + | === Example === | |
+ | An example of a Dwarf Bulborb that has double health, and drops between three and ten Juicy Gaggles upon death. | ||
− | + | <pre> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
"Kochappy" | "Kochappy" | ||
Line 40: | Line 36: | ||
{"mMaxLife"<200.00000000>} | {"mMaxLife"<200.00000000>} | ||
− | == Enemies | + | </pre> |
+ | |||
+ | == Enemies, leaders, Pikmin == | ||
+ | === Properties === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Order || Readable name || Identifier || Value || Notes | ! Order || Readable name || Identifier || Value || Notes | ||
|- | |- | ||
− | |01 || Creature || - || <code>"<Identifier>"</code> || | + | |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 | + | |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 || ??? || | + | |04 || ??? || - || 0 || Unknown. Has the comment <code># Face ID</code>. |
|- | |- | ||
− | |05 || ??? || | + | |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 60: | 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" || | + | |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 68: | Line 67: | ||
|12 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown | |12 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown | ||
|- | |- | ||
− | |13 || Drops || <code>"mDrop" || | + | |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 || All | + | |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. |
|- | |- | ||
− | |15 || | + | |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 | + | |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 | + | |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 | + | |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>"mBreakFlag"</code> || <code>{0}</code> || Unknown | ||
Line 88: | Line 87: | ||
|16 || ??? || <code>"mRotYDeg"</code> || <code>{<Float>}</code> || Unknown | |16 || ??? || <code>"mRotYDeg"</code> || <code>{<Float>}</code> || Unknown | ||
|- | |- | ||
− | |17 || Pikmin/ | + | |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 | + | |18 || Max Pikmin to convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used by Candypop Buds to decide when the flower wilts away. |
|} | |} | ||
− | + | === Save options === | |
− | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | ! Name || Value || | + | ! Name || Value || Notes |
|- | |- | ||
| <code># flag</code> || <code>1</code> || Unknown | | <code># flag</code> || <code>1</code> || Unknown | ||
Line 113: | Line 111: | ||
|} | |} | ||
− | + | === Drop options === | |
− | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | ! Name || Value || | + | ! Name || Value || Notes |
|- | |- | ||
| ??? || <code>4</code> || Unknown | | ??? || <code>4</code> || Unknown | ||
Line 144: | Line 141: | ||
== Obstacles == | == Obstacles == | ||
− | + | === Bridge fragment pile === | |
− | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Readable name || Identifier || value || Notes | ! Readable name || Identifier || value || Notes | ||
|- | |- | ||
− | | Bridge | + | | Bridge fragment pile type || <code>-</code> || (Identifier) || |
|- | |- | ||
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown | | ??? || - || <code>Usually "0005" or "0007"</code> || Unknown | ||
Line 161: | Line 157: | ||
| Rotation || <code>"mPosture"</code> || <code><float> <float> <float></code> || Sets X, Y, and Z rotation of the spawned object. | | Rotation || <code>"mPosture"</code> || <code><float> <float> <float></code> || Sets X, Y, and Z rotation of the spawned object. | ||
|- | |- | ||
− | | Initial | + | | 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>"mSaveNum2"</code> || <code>1</code> || Unknown | ||
Line 167: | Line 163: | ||
| ??? || <code>"mWorkRatio"</code> || <code>0.0</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, | + | | Bridge color || <code>mColor</code> || <code>0</code> || The color of the bridge. Brown is 0, blue is 6, red is 9. |
|} | |} | ||
{{todo|Complete the list of materials for the ramp.}} | {{todo|Complete the list of materials for the ramp.}} | ||
− | + | === Bridge === | |
− | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Readable name || Generator name || value || Notes | ! Readable name || Generator name || value || Notes | ||
Line 179: | Line 174: | ||
| Bridge type || <code>-</code> || (Identifier) || | | Bridge type || <code>-</code> || (Identifier) || | ||
|- | |- | ||
− | | ??? || - || <code>Usually "0005" or "0007"</code> || | + | | ??? || - || <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>" | | Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>" | ||
Line 189: | Line 184: | ||
| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown | | ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown | ||
|- | |- | ||
− | | 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>"(demoID)"</code> || ID's come from the files within <code>/romfs/CMCmn/demo</code> Leave blank for none. | + | | 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 | ||
Line 203: | Line 198: | ||
| Ramp || <code>"mBase"</code> || <code><Boolean></code> || Dictates if the bridge will have the little dirt ramp. | | 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" | + | | 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, | + | | 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 long bridges || <code>"mStopperB"</code> || <code>0</code> || Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification) | ||
Line 214: | Line 209: | ||
|} | |} | ||
− | + | === Fruit branch options === | |
− | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Readable Name || Identifier || Status | ! Readable Name || Identifier || Status | ||
Line 223: | Line 217: | ||
| Apricot || apricot || Perfect | | Apricot || apricot || Perfect | ||
|- | |- | ||
− | | Avocado || avocado || Works fine, but isn't aligned | + | | Avocado || avocado || Works fine, but isn't aligned to the branch. |
|- | |- | ||
− | | Marble || b_dama || Works fine, but isn't aligned | + | | Marble || b_dama || Works fine, but isn't aligned to the branch. |
|- | |- | ||
| Banana || canana || Not at all | | Banana || canana || Not at all | ||
Line 231: | Line 225: | ||
| Chance Time marble || chance_dama || Untested | | Chance Time marble || chance_dama || Untested | ||
|- | |- | ||
− | | Cherry || cherry || Works fine, but isn't aligned | + | | Cherry || cherry || Works fine, but isn't aligned to the branch. |
|- | |- | ||
| Dekopon || dekopon || Perfect | | Dekopon || dekopon || Perfect | ||
Line 237: | Line 231: | ||
| Fig || fig || Perfect | | Fig || fig || Perfect | ||
|- | |- | ||
− | | Grapefruit || gfruit || Works fine, but isn't aligned | + | | Grapefruit || gfruit || Works fine, but isn't aligned to the branch. |
|- | |- | ||
− | | Cherry || ghold_cherry || Works fine, but isn't aligned | + | | Cherry || ghold_cherry || Works fine, but isn't aligned to the branch. |
|- | |- | ||
− | | Gold Strawberry || gold_ichigo || Works fine, but isn't aligned | + | | Gold Strawberry || gold_ichigo || Works fine, but isn't aligned to the branch. |
|- | |- | ||
| Purple grapes || grape || Crash | | Purple grapes || grape || Crash | ||
|- | |- | ||
− | | Purple grape || grape_carry || | + | | Purple grape || grape_carry || Doesn't load. |
|- | |- | ||
| Kiwi || kiwi || Perfect | | Kiwi || kiwi || Perfect | ||
Line 261: | Line 255: | ||
| Mangosteen || mangosteen || Not at all | | Mangosteen || mangosteen || Not at all | ||
|- | |- | ||
− | | Japanese melon || melon || Works fine, but isn't aligned | + | | Japanese melon || melon || Works fine, but isn't aligned to the branch. |
|- | |- | ||
| Orange || mikan/orange || Untested | | Orange || mikan/orange || Untested | ||
|- | |- | ||
− | | Green Grapes || muscat || | + | | Green Grapes || muscat || Crashes |
|- | |- | ||
| Green Grape || muscat_carry || Not at all | | Green Grape || muscat_carry || Not at all | ||
Line 271: | Line 265: | ||
| Asian Pear || nashi || Perfect. | | Asian Pear || nashi || Perfect. | ||
|- | |- | ||
− | | Papaya || papaya || Works fine, but isn't aligned | + | | Papaya || papaya || Works fine, but isn't aligned to the branch. |
|- | |- | ||
− | | Peach || peach || Works fine, but isn't aligned | + | | Peach || peach || Works fine, but isn't aligned to the branch. |
|- | |- | ||
| Pear || pear || Perfect | | Pear || pear || Perfect | ||
Line 305: | Line 299: | ||
| Louie || luzy || Not at all. | | 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.
Contents
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 | ?? |