Difference between revisions of "Pikmin 2 numberpellet config.txt"
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(Created page with " {| class="wikitable sortable" ! Property || Description |- | <code>name</code> | The internal name of the treasure (used when spawning treasures in caves). |- | <code>archive...") |
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dynamics lod | dynamics lod | ||
end | end | ||
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} | } | ||
</source></div> | </source></div> |
Latest revision as of 04:11, 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. |
numberpellet_config file layout
#------------------------------------------------------
#
# ペレット設定ファイル
#
#
#
#------------------------------------------------------
4
{
name number1
archive pellet.szs
bmd white1.bmd
animmgr pellet1AnimMgr.txt
colltree pellet1Coll.txt
radius 10.0
p_radius 10.0
height 7.6
inertiascaling 90.0
particletype simple
numparticles 0
particlesize 0.5
friction 0.5
min 1
max 2
pikicountmax 2
pikicountmin 1
dynamics never
# dynamics lod
end
}
{
name number5
archive pellet.szs
bmd white2.bmd
animmgr pellet2AnimMgr.txt
colltree pellet2Coll.txt
radius 20.0
p_radius 20.0
height 14.0
inertiascaling 200.0
particletype simple
numparticles 4 # 8
particlesize 1.0
friction 0.9
min 5
max 10
pikicountmax 5
pikicountmin 3
dynamics lod
end
}
{
name number10
archive pellet.szs
bmd white3.bmd
animmgr pellet3AnimMgr.txt
colltree pellet3Coll.txt
radius 35.0
p_radius 35.0
height 27.0
inertiascaling 500.0
particletype complex
numparticles 8 # 24
particlesize 1.0
friction 0.9
min 10
max 20
pikicountmax 10
pikicountmin 5
dynamics lod
end
}
{
name number20
archive pellet.szs
bmd white4.bmd
animmgr pellet4AnimMgr.txt
colltree pellet4Coll.txt
radius 50.0
p_radius 50.0
height 36.5
inertiascaling 800.0
particletype complex
numparticles 8 # 24
particlesize 1.0
friction 0.9
min 20
max 50
pikicountmax 20
pikicountmin 10
dynamics lod
end
} |
---|
Credits: GameCubing8619