Difference between revisions of "Lilith's P4 Notes"

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(Began adding various notes on music core files)
 
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Additional notes by [[Infinity Divided]] (None, CaveOutdoor, CaveSPOutdoor, Area500, are also available, use has not been documented)
 
Additional notes by [[Infinity Divided]] (None, CaveOutdoor, CaveSPOutdoor, Area500, are also available, use has not been documented)
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 +
==Core/GActor==
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 +
*These are structure notes based on Core/GActor
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{| class="wikitable sortable"
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|"Rows":
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|-
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| "VitalSystem1": 1.25
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|-
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| "VitalSystem2": 1.5
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|-
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| "VitalSystem3": 2.0
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|-
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| "MetalSystem1": 0.75
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|-
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| "MetalSystem2": 0.5
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|-
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| "MetalSystem3": 0.25
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|-
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| "DashBoots1": 1.3
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|-
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| "DashBoots2": 1.3 (UNUSED)
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|-
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| "DashBoots3": 1.3 (UNUSED)
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|}
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 +
These are self explanatory increases based on having a certain piece of equipment, to check matches go to ⁠[https://pikmintkb.com/wiki/Pikmin_4_identifiers Pikmin 4 Identifiers]
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*Note: DashBoots2 + Dashboots3 seem to be unused values since the equipment only contains a single upgrade in final game

Revision as of 21:01, 16 September 2023

Various notes I have on Modding Pikmin 4, Page by Portable Productions

Core/Audio/DT_CaveSoundInfo

  • This is regarding "CaveSoundInfo", not all json parameters have been documented as of yet and is still in need of testing

DT_CaveSoundInfo Structure

"Rows":
"Map Name" *(Cave001_F02,Cave004_F00,ECT)
"MusicName" *(Common,Boss,ECT)
"LevelType" *(Outdoors/None)
"SpawnOnBeginLevelActors" *(Usually Contains Ambient Sound Types)
"AuxBus" *(??)
"UnknownImport" "-7034077682652743402" *(??)
"bIsSingletonReverb"
"bIsZeroResetCaveBossDistances"
"AudioEventDataTables"
"AudioFlagDataTables"
"AudioStateDataTables"
"TalkVoiceSetting"
"UseModelList"
"bUseAllModel"

Music Identifiers

Internal name Usage Notes
CaveCommon Common Cave Music Used In Common Caves
CaveBoss_A Silence/Ambience Transitioned To Mini Boss Music Used during minor boss encounters, usually identified through music sequence
CaveBoss_B Silence/Ambience Transitioned To Major Boss Music Used during major boss encounters, usually identified through music sequence
CaveAmebozu Waterwraith Cave Will only transition to engulfed castle motif if amebozu timer is present in your gen files
CaveToy Plunder Palace Music Used In Plunder Palace
CaveRelax Rest Cave Music Used In Rest Caves
CaveBossInu Final Boss Music Used In The Final Sublevel For "Cavern for a king"
DDB001 Dandori Battle Theme 1 Used in basic Dandori Battle Stages
DDB002 Dandori Battle Theme 2 Used in Leafy Showdown
Challenge002 Dandori Challenge Theme 2 Unknown Use
Challenge001 Dandori Challenge Theme 1 Used in basic Dandori Challenge Stages
CaveTutorial Burrow Of Beginnings Theme Theme used in Burrow Of Beginnings
ExtraCave Sage Trials Theme Theme used during Sage Leaf Trials Stages
CaveBoss_C Giant Breadbug Theme Theme used during the final sublevel of Plunder Palace
  • Regarding "LevelType" (Usually set to none)

Additional notes by Infinity Divided (None, CaveOutdoor, CaveSPOutdoor, Area500, are also available, use has not been documented)

Core/GActor

  • These are structure notes based on Core/GActor
"Rows":
"VitalSystem1": 1.25
"VitalSystem2": 1.5
"VitalSystem3": 2.0
"MetalSystem1": 0.75
"MetalSystem2": 0.5
"MetalSystem3": 0.25
"DashBoots1": 1.3
"DashBoots2": 1.3 (UNUSED)
"DashBoots3": 1.3 (UNUSED)

These are self explanatory increases based on having a certain piece of equipment, to check matches go to ⁠Pikmin 4 Identifiers

  • Note: DashBoots2 + Dashboots3 seem to be unused values since the equipment only contains a single upgrade in final game