Difference between revisions of "Pikmin 2 item config.txt"
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__TOC__ | __TOC__ | ||
+ | |||
+ | ==What item config does== | ||
+ | item congfig.txt is very similar to otakara_config but there is a difference. in whice otakara_config contains the non upgrade treasures while item config does. | ||
+ | |||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Property || Description | ||
+ | |- | ||
+ | | <code>name</code> | ||
+ | | The internal name of the treasure (used when spawning treasures in caves). | ||
+ | |- | ||
+ | | <code>archive</code> | ||
+ | | Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>. | ||
+ | |- | ||
+ | | <code>bmd</code> | ||
+ | | Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive. | ||
+ | |- | ||
+ | | <code>animmgr</code> | ||
+ | | File name of the animation manager in <code>otakara_texts.szs</code>. | ||
+ | |- | ||
+ | | <code>colltree</code> | ||
+ | | Name of the collision text file in <code>otakara_texts.szs</code>. | ||
+ | |- | ||
+ | | <code>radius</code> | ||
+ | | {{unsure|Collision processing radius?}} | ||
+ | |- | ||
+ | | <code>p_radius</code> | ||
+ | | Radius of shadow and where Pikmin pick up the treasure base. | ||
+ | |- | ||
+ | | <code>height</code> | ||
+ | | Height offset of the treasure model. | ||
+ | |- | ||
+ | | <code>inertiascaling</code> | ||
+ | | A number that relates to the moment of inertia, i.e., how much it resists angular change. Higher values translates to higher resistance and reduced wobbling intensity. | ||
+ | |- | ||
+ | | <code>particletype</code> | ||
+ | | {{unknown}}. | ||
+ | |- | ||
+ | | <code>numparticles</code> | ||
+ | | {{unknown}}. | ||
+ | |- | ||
+ | | <code>particlesize</code> | ||
+ | | {{unknown}}. | ||
+ | |- | ||
+ | | <code>friction</code> | ||
+ | | {{unsure|Likely unused.}} | ||
+ | |- | ||
+ | | <code>min</code> | ||
+ | | Minimum Pikmin strength needed to carry. | ||
+ | |- | ||
+ | | <code>max</code> | ||
+ | | Maximum number of Pikmin that can carry. | ||
+ | |- | ||
+ | | <code>pikicountmax</code> | ||
+ | | '''Unused'''. Number of Pikmin treasure produces. Leftover data from pellet files. | ||
+ | |- | ||
+ | | <code>pikicountmin</code> | ||
+ | | '''Unused'''. Same as previous. | ||
+ | |- | ||
+ | | <code>dynamics</code> | ||
+ | | A value related to treasure collision. This is set to "lod" for most treasures, but "never" when the treasure weighs 1. | ||
+ | |- | ||
+ | | <code>money</code> | ||
+ | | Number of Pokos the treasure is worth. | ||
+ | |- | ||
+ | | <code>unique</code> | ||
+ | | If set to no, the treasure will always appear, even if it is already collected. | ||
+ | |- | ||
+ | | <code>code</code> | ||
+ | | {{unsure|Most treasures have a code of 0, but treasures with a code of 1 cannot be grabbed by breadbugs. Exploration kit treasures use a code of 2.}} | ||
+ | |- | ||
+ | | <code>dictionary</code> | ||
+ | | Spot placement in the Treasure Hoard. | ||
+ | |- | ||
+ | | <code>depth</code> | ||
+ | | This and the next values are how you make treasures buried. | ||
+ | |- | ||
+ | | <code>depth_max</code> | ||
+ | | {{unsure|Depth is the most important for this.}} | ||
+ | |- | ||
+ | | <code>depth_a</code> | ||
+ | | {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}} | ||
+ | |- | ||
+ | | <code>depth_b</code> | ||
+ | | Same as previous. | ||
+ | |- | ||
+ | | <code>depth_c</code> | ||
+ | | Same as previous. | ||
+ | |- | ||
+ | | <code>depth_d</code> | ||
+ | | Same as previous. | ||
+ | |- | ||
+ | | <code>message</code> | ||
+ | | Controls the ID of the ship's announcement message. If not present, no message loads, as is the case with all normal (non-Exploration Kit) treasures. | ||
+ | |} | ||
+ | |||
{|class="wikitable sortable mw-collapsible" | {|class="wikitable sortable mw-collapsible" | ||
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<div align="left"><source> | <div align="left"><source> | ||
#-------------------------------------------------- | #-------------------------------------------------- | ||
− | # | + | # お宝定義ファイル |
#-------------------------------------------------- | #-------------------------------------------------- | ||
13 # size of configs | 13 # size of configs |
Latest revision as of 03:37, 9 March 2024
Contents
What item config does[edit]
item congfig.txt is very similar to otakara_config but there is a difference. in whice otakara_config contains the non upgrade treasures while item config does.
Property | Description |
---|---|
name
|
The internal name of the treasure (used when spawning treasures in caves). |
archive
|
Name of the .szs archive containing the model, in /user/Abe/pellet/region.
|
bmd
|
Name of the .bmd model within the .szs archive.
|
animmgr
|
File name of the animation manager in otakara_texts.szs .
|
colltree
|
Name of the collision text file in otakara_texts.szs .
|
radius
|
Collision processing radius?[unsure] |
p_radius
|
Radius of shadow and where Pikmin pick up the treasure base. |
height
|
Height offset of the treasure model. |
inertiascaling
|
A number that relates to the moment of inertia, i.e., how much it resists angular change. Higher values translates to higher resistance and reduced wobbling intensity. |
particletype
|
Unknown[unsure]. |
numparticles
|
Unknown[unsure]. |
particlesize
|
Unknown[unsure]. |
friction
|
Likely unused.[unsure] |
min
|
Minimum Pikmin strength needed to carry. |
max
|
Maximum number of Pikmin that can carry. |
pikicountmax
|
Unused. Number of Pikmin treasure produces. Leftover data from pellet files. |
pikicountmin
|
Unused. Same as previous. |
dynamics
|
A value related to treasure collision. This is set to "lod" for most treasures, but "never" when the treasure weighs 1. |
money
|
Number of Pokos the treasure is worth. |
unique
|
If set to no, the treasure will always appear, even if it is already collected. |
code
|
Most treasures have a code of 0, but treasures with a code of 1 cannot be grabbed by breadbugs. Exploration kit treasures use a code of 2.[unsure] |
dictionary
|
Spot placement in the Treasure Hoard. |
depth
|
This and the next values are how you make treasures buried. |
depth_max
|
Depth is the most important for this.[unsure] |
depth_a
|
These seem to be radii the Pikmin make around the object as they dig it out.[unsure] |
depth_b
|
Same as previous. |
depth_c
|
Same as previous. |
depth_d
|
Same as previous. |
message
|
Controls the ID of the ship's announcement message. If not present, no message loads, as is the case with all normal (non-Exploration Kit) treasures. |
item config.txt file layout
#--------------------------------------------------
# お宝定義ファイル
#--------------------------------------------------
13 # size of configs
{
name fue_a
archive fue_a.szs
bmd eq_pwr_punch.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 20
p_radius 15
height 18
inertiascaling 230
particletype simple
numparticles 4
particlesize 1.0
friction 0.1
min 15
max 25
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
depth 0
depth_max 70
depth_a 20
depth_b 20
depth_c 20
depth_d 20
message 0009_00
code 0
dictionary 188
end
}
{
name fue_b
archive fue_b.szs
bmd eq_elec_helmet.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 28
p_radius 28
height 15
inertiascaling 300
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 10
max 20
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
depth 0
depth_max 42
depth_a 50
depth_b 50
depth_c 50
depth_d 50
message 0010_00
code 0
dictionary 192
end
}
{
name fue_wide
archive fue_wide.szs
bmd eq_wide_pipe.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 50
p_radius 30
height 34
inertiascaling 1000
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 20
max 30
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
depth 0
depth_max 34
depth_a 50
depth_b 50
depth_c 25
depth_d 25
message 0011_00
code 0
dictionary 194
end
}
{
name fue_pullout
archive fue_pullout.szs
bmd eq_pull_pipe.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 35
p_radius 25
height 15
inertiascaling 600
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 15
max 25
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
depth 0
depth_max 15
depth_a 25
depth_b 25
depth_c 25
depth_d 25
message 0012_00
code 0
dictionary 195
end
}
{
name light_a
archive light_a.szs
bmd eq_flashlight.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 25
p_radius 20
height 60
inertiascaling 400
particletype simple
numparticles 4
particlesize 1.0
friction 0.1
min 5
max 10
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
depth 0
depth_max 14
depth_a 10
depth_b 10
depth_c 10
depth_d 10
message 0013_00
code 0
dictionary 190
end
}
{
name suit_powerup
archive suit_powerup.szs
bmd eq_pwr_helmet.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 25
p_radius 25
height 15
inertiascaling 250
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 20
max 30
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
indirect use
depth 0
depth_max 52
depth_a 20
depth_b 20
depth_c 20
depth_d 20
message 0014_00
code 2
dictionary 193
end
}
{
name suit_fire
archive suit_fire.szs
bmd eq_fire_helmet.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 35
p_radius 25
height 15
inertiascaling 250
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 20
max 30
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
indirect use
depth 0
depth_max 42
depth_a 50
depth_b 50
depth_c 50
depth_d 50
message 0015_00
code 2
dictionary 191
end
}
{
name dashboots
archive dashboots.szs
bmd eq_dashboots.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 50
p_radius 45
height 45
inertiascaling 800
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 20
max 30
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
depth 0
depth_max 54
depth_a 50
depth_b 50
depth_c 50
depth_d 50
message 0016_00
code 0
dictionary 189
end
}
{
name radar_a
archive radar_a.szs
bmd eq_rader_a.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 55
p_radius 55
height 10
inertiascaling 1000
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 35
max 45
pikicountmax 0
pikicountmin 0
dynamics lod
money 200
unique yes
depth 0
depth_max 35
depth_a 50
depth_b 50
depth_c 50
depth_d 50
message 0017_00
code 0
dictionary 186
end
}
{
name radar_b
archive radar_b.szs
bmd eq_rader_b.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 45
p_radius 45
height 6
inertiascaling 450
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 15
max 25
pikicountmax 0
pikicountmin 0
dynamics lod
money 100
unique yes
depth 0
depth_max 8
depth_a 20
depth_b 20
depth_c 20
depth_d 20
message 0018_00
code 0
dictionary 187
end
}
{
name map01
archive map01.szs
bmd us_eq_map01.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 52
p_radius 53
height 50
inertiascaling 750
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 30
max 60
pikicountmax 0
pikicountmin 0
dynamics lod
money 200
unique yes
depth 0
depth_max 50
depth_a 53
depth_b 53
depth_c 53
depth_d 53
message 0019_00
code 0
dictionary 184
end
}
{
name map02
archive map02.szs
bmd us_eq_map02.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 52
p_radius 52
height 50
inertiascaling 750
particletype simple
numparticles 8
particlesize 1.0
friction 0.1
min 101
max 101
pikicountmax 0
pikicountmin 0
dynamics lod
money 200
unique yes
depth 3
depth_max 60
depth_a 52
depth_b 52
depth_c 52
depth_d 52
message 0020_00
code 0
dictionary 185
end
}
{
name key
archive key.szs
bmd test_key.bmd
animmgr animmgr.txt
colltree collInfo.txt
radius 15
p_radius 12
height 8
inertiascaling 50
particletype simple
numparticles 0
particlesize 1.0
friction 0.1
min 1
max 3
pikicountmax 0
pikicountmin 0
dynamics never
money 100
unique yes
depth 0
depth_max 40
depth_a 10
depth_b 35
depth_c 35
depth_d 35
message 0021_00
code 1
dictionary 196
end
} |
---|
Credits: GameCubing8619