Difference between revisions of "Titan Dweevil parameters"
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m (Espyo moved page Titan Dweevil to Titan Dweevil parameters without leaving a redirect: This page concerns the TD's parameters, not the creature itself, so this name is more apt.) |
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− | These are the | + | These are the unique parameters of the Titan Dweevil, fully documented on what each does. The file containing these parameters is <code>/enemy/parms/EnemyParms.szs/BigTreasure/enemyParm.txt</code>. |
{|class="wikitable sortable mw-collapsible" | {|class="wikitable sortable mw-collapsible" | ||
|+ class="nowrap" | Parameters | |+ class="nowrap" | Parameters | ||
− | ! Configuration | + | ! Configuration contents |
<div align="left"><source lang="powershell"> | <div align="left"><source lang="powershell"> | ||
# EnemyParmsBase | # EnemyParmsBase | ||
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</source></div> | </source></div> | ||
|} | |} | ||
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+ | [[Category:File formats]] | ||
+ | [[Category:Pikmin 2]] |
Latest revision as of 18:00, 6 July 2019
These are the unique parameters of the Titan Dweevil, fully documented on what each does. The file containing these parameters is /enemy/parms/EnemyParms.szs/BigTreasure/enemyParm.txt
.
Configuration contents
# EnemyParmsBase
{
# MOVEMENT
{fp01} 4 3.000000 # Base walking speed multiplier (Best way to change walk speed)
{fp02} 4 -0.200000 # Walk vertical deceleration
{fp03} 4 0.500000 # Walk vertical acceleration
{fp04} 4 -2.000000 # Min acceleration reduction
{fp05} 4 10.000000 # Max acceleration reduction
{fp06} 4 120.000000 # Leg swinging strength
# ATTACK TIME
{fp10} 4 2.500000 # Delay before electric attack
{fp11} 4 2.800000 # Delay before fire attack
{fp31} 4 2.500000 # Delay before broken fire attack
{fp12} 4 2.500000 # Delay before gas attack
{fp13} 4 2.500000 # Delay before water attack
{fp20} 4 5.000000 # Duration of electric attack
{fp21} 4 5.000000 # Duration of fire attack
{fp22} 4 5.000000 # Duration of gas attack
{fp23} 4 5.000000 # Duration of water attack
# NORMAL ELEC ATTACK
{fe00} 4 0.750000 # Node Bounce Factor
{fe01} 4 0.650000 # Node Friction Factor
{fe02} 4 100.000000 # horizontal node base speed
{fe03} 4 220.000000 # horizontal node speed deviation
{fe04} 4 170.000000 # vertical base speed
{fe05} 4 200.000000 # vertical speed deviation
{fe06} 4 2.700000 # Delay before nodes discharge
{fe08} 4 0.020000 # Delay for current to jump to next node
{fe07} 4 10 # Number of Nodes involved in attack (This is NOT how many nodes spawn, its how many existing nodes get used in the attack)
# NORMAL ELEC ATTACK 2?
{fe10} 4 0.700000 # Node Bounce Factor
{fe11} 4 0.650000 # Node Friction Factor
{fe12} 4 80.000000 # Horizontal node base speed
{fe13} 4 250.000000 # Horizontal speed deviation
{fe14} 4 350.000000 # Vertical base speed
{fe15} 4 100.000000 # Vertical speed deviation
{fe16} 4 4.500000 # Delay before nodes discharge
{fe18} 4 0.020000 # Delay for current to jump to next node
{fe17} 4 12 # Number of Nodes involved in attack
#DAMAGED ELEC ATTACK
{fe20} 4 0.970000 # Node Bounce Factor
{fe21} 4 0.750000 # Node Friction Factor
{fe22} 4 60.000000 # Horizontal node base speed
{fe23} 4 70.000000 # Horizontal node speed deviation
{fe24} 4 350.000000 # Vertical node base speed
{fe25} 4 100.000000 # Vertical node speed deviation
{fe26} 4 0.500000 # Delay before nodes discharge
{fe28} 4 0.250000 # Delay for current to jump to next node
{fe27} 4 8 # Number of Nodes involved in attack
#DAMAGED ELECTRIC ATTACK 2?
{fe30} 4 0.200000 # Node Bounce Factor
{fe31} 4 0.985000 # Node Friction Factor
{fe32} 4 100.000000 # Horizontal node base speed
{fe33} 4 90.000000 # Horizontal node speed deviation
{fe34} 4 70.000000 # Vertical base random speed
{fe35} 4 20.000000 # Vertical node speed deviation
{fe36} 4 0.200000 # Delay before nodes discharge
{fe38} 4 0.150000 # Delay for current to jump to next node
{fe37} 4 14 # Number of Nodes involved in attack
{fe99} 4 0 # Pattern Check (at the end of each attack, doesnt seem to do anything)
#FIRE ATTACK
{ff00} 4 1.000000 # Standard Fire Scale
{ff10} 4 1.250000 # Broken Fire Scale
{fg99} 4 0 # Pattern Check
#GAS ATTACK
{fg00} 4 0.015000 # Standard Rotation Speed
{fg10} 4 0.020000 # Broken Rotation Speed
{fg30} 4 30.000000 # Standard Inversion Time (related to pattern it makes)
{fg40} 4 2.000000 # Broken Inversion Time
{fg99} 4 0 # Pattern Check
#WATER ATTACK
{fw00} 4 0.500000 # Standard Interval between Shots
{fw01} 4 0.500000 # Standard Angle Modifier
{fw02} 4 100.000000 # Standard Max Distance of Shots
{fw10} 4 0.250000 # Broken Shot Interval
{fw11} 4 0.400000 # Broken Angle Modifier
{fw12} 4 50.000000 # Broken Max Distance of Shots
{fw99} 4 0 # Pattern Check
{_eof}
}
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