Difference between revisions of "Pikmin 2 item config.txt"

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(Created page with "__TOC__ {|class="wikitable sortable mw-collapsible" ! item config.txt file layout <div align="left"><source> #-------------------------------------------------- # ‚¨•ó...")
 
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__TOC__
 
__TOC__
 +
 +
{| 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"  

Revision as of 03:17, 9 March 2024


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
#--------------------------------------------------
#	‚¨•ó’è‹`ƒtƒ@ƒCƒ‹
#--------------------------------------------------
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