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.
+
List of ''Pikmin 3'' generator objects that have special parameters that can be edited per instance, such as health or drops.
  
  
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''Float'' = A number ''with'' decimal points. (e.g. 1.5)
 
''Float'' = A number ''with'' decimal points. (e.g. 1.5)
  
''Integer'' A number ''without'' a decimal. (e.g. 1)
+
''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.
 
;An example of a Dwarf Bulborb that has double health, and drops between three and ten raspberries upon death.
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== Enemies/Captains/Pikmin ==
 
== Enemies/Captains/Pikmin ==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Location || Readable name || Generator name || Value || Notes
+
! Order || Readable name || Generator name || 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>"<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.
 
|-
 
|-
|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 hold 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 name "bridge1" and looks for a partner named "pile1" The tags also seem to be arbitrary. So names like "BlueRiverBridge" or "CaliforniaHawaiiBridge" work.
 
|-
 
|-
|03 || ??? || - || Usually 0005 or 0007 || Unknown
+
|03 || ??? || - || Usually "0005" or "0007" || Unknown
 
|-
 
|-
 
|04 || ??? || # Face ID || 0 || Unknown
 
|04 || ??? || # Face ID || 0 || Unknown
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|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" || Chart Below || Items that the object spawns upon death.
 
|-
 
|-
 
|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 || 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
 
|-
 
|-
|16 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code>{<Integer>}</code> || Used in Pongashi/Candypop buds to decide when the flower wilts away.
+
|16 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used in Pongashi/Candypop buds to decide when the flower wilts away.
 
|}
 
|}
  
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! Name || Value || Use/Notes
 
! Name || Value || Use/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
 
|}
 
|}
  
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! Name || Value || Use/Notes
 
! Name || Value || Use/Notes
 
|-
 
|-
| <code>???</code> || 4 || Unknown
+
| ??? || <code>4</code> || Unknown
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| ??? || <code>1</code> || Unknown
 
|-
 
|-
| <code>???</code> || 4 || Unknown
+
| ??? || <code>4</code> || Unknown
 
|-
 
|-
| <code>???</code> || 1.0 || Unknown
+
| ??? || <code>1.0</code> || Unknown
 
|-
 
|-
| <code>Item</code> || <Generator name> || Item to spawn
+
| Item to drop || <code><Generator name></code> || Item to spawn
 
|-
 
|-
| <code>Minimum drop amount</code> || 1 || Minimum amount of items to spawn
+
| Minimum drop amount || <code>1</code> || Minimum amount of items to spawn
 
|-
 
|-
| <code>Max drop amount</code> || 2 || Maximum amount of items to spawn
+
| Max drop amount || <code>2</code> || Maximum amount of items to spawn
 
|-
 
|-
| <code>???</code> || 0 || Unknown
+
| ??? || <code>0</code> || Unknown
 
|-
 
|-
| <code>???</code> || 0 || Unknown
+
| ??? || <code>0</code> || Unknown
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| ??? || <code>1</code> || Unknown
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| ??? || <code>1</code> || Unknown
 
|-
 
|-
| <code>???</code> || 1 || Unknown
+
| ??? || <code>1</code> || Unknown
 
|}
 
|}
  
== Objects ==
+
== Obstacles ==
 +
;Bridge piece station
 +
:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! In game name || Generator Name || Notes
+
! Readable name || Generator name || value || Notes
 
|-
 
|-
| <code>NA</code> || NA || NA
+
| Bridge piece station type || <code>-</code> || <Generator name> ||
 +
|-
 +
| ??? || - || <code>Usually "0005" or "0007"</code> || 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 pieces || <code>"mNendoNum"</code> || <code>10</code> || How many pieces 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.
 
|}
 
|}
  
 +
{{todo|Complete the list of materials for the ramp.}}
 +
 +
;Bridge
 +
:
 +
{| class="wikitable sortable"
 +
! Readable name || Generator name || value || Notes
 +
|-
 +
| Bridge type || <code>-</code> || <Generator name> ||
 +
|-
 +
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown
 +
|-
 +
| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
 +
|-
 +
| ??? || <code>"mPosAlign"</clone> || <code>0</code> || Unknown
 +
|-
 +
| Number || <code>"mNum"</clone> || <code>1</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>
 +
|-
 +
| ??? || <code>"mDead"</code> || <code>0</code> || Unknown
 +
|-
 +
| ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown
 +
|-
 +
| Initial pieces || <code>"mInitNum"</code> || <code>10</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>1</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"
 +
|-
 +
| 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> || ???
 +
|}
  
 
[[Category:File formats]]
 
[[Category:File formats]]
 
[[Category:Pikmin 3]]
 
[[Category:Pikmin 3]]

Revision as of 01:16, 3 November 2022


List of Pikmin 3 generator objects that have special parameters that can be edited per instance, such as health or drops.


Basic Information

Terminology

Generator name = Name used by the generator to spawn objects into the map. Used in /romfs/CMCmn/generator/(MapName)

Object/Gameobject = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect.

Float = A number with decimal points. (e.g. 1.5)

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"

"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/Captains/Pikmin

Order Readable name Generator name Value Notes
01 Creature - "<Generator name>" * [1] - Enemies by Generator name. * [2] - Enemies by Picture/In game name.
02 Tags - "" "" "" 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, a bridge would be "bridge1" "pile1" "" to give itself the name "bridge1" and looks for a partner named "pile1" The tags also seem to be arbitrary. So names like "BlueRiverBridge" or "CaliforniaHawaiiBridge" work.
03 ??? - Usually "0005" or "0007" Unknown
04 ??? # Face ID 0 Unknown
05 ??? # Face Message Table 0 Unknown
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" Chart below Exact use is unknown. Table below for recording it's values.
10 ??? "mPosAlign" 1 Unknown
11 Number "mNum" 1 Amount of the object that spawns.
12 ??? "mEmitRadius" 0.0 Unknown
13 Drops "mDrop" Chart Below Items that the object spawns upon death.
14 Health "mMaxLife" {<Float>} For reference Bulborbs have 1000 health, and dirt walls have 6000.
15 Pikmin/Captain ID "mColor" <Integer> 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
16 Max Pikmin To Convert "mSwallowMax" <Integer> Used in Pongashi/Candypop buds to decide when the flower wilts away.
Save options
Name Value Use/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
Name Value Use/Notes
??? 4 Unknown
??? 1 Unknown
??? 4 Unknown
??? 1.0 Unknown
Item to drop <Generator name> 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

Bridge piece station
Readable name Generator name value Notes
Bridge piece station type - <Generator name>
??? - 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 pieces "mNendoNum" 10 How many pieces 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
Readable name Generator name value Notes
Bridge type - <Generator name>
??? - Usually "0005" or "0007" Unknown
Tags - "" "" "" "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
??? "mPosAlign"</clone> 0 Unknown
Number "mNum"</clone> 1 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
??? "mDead" 0 Unknown
??? "mWorkRatio" 0.0 Unknown
Initial pieces "mInitNum" 10 How many pieces are in the bridge upon generation
Destination "mEndPos" <float> <float> <float> Where the bridge will end.
Ramp "mBase" 1 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"
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 ???