Difference between revisions of "GameobjectParam"
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− | == Basic | + | == Basic Information == |
;Terminology | ;Terminology | ||
: | : | ||
''Generator name'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code> | ''Generator name'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code> | ||
+ | ''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" | "Kochappy" | ||
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"" "" "" | "" "" "" | ||
+ | |||
{"mPos"<0.00000000> <0.00000000> <0.00000000>} | {"mPos"<0.00000000> <0.00000000> <0.00000000>} | ||
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== Enemies == | == Enemies == | ||
− | |||
− | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | ! Location || Readable name || Generator name || Notes | + | ! Location || 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. | ||
+ | |- | ||
+ | |02 || ??? || - || Usually 0005 or 0007 || Unknown | ||
+ | |- | ||
+ | |03 || ??? || # Face ID || 0 || Unknown | ||
+ | |- | ||
+ | |04 || ??? || # Face Message Table || 0 || Unknown | ||
+ | |- | ||
+ | |05 || Position || <code>"mPos"</code> || <code>"<float float float>"</code> || Location in 3D space. | ||
+ | |- | ||
+ | |06 || Scale || <code>"mBaseScale"</code> || <code>"<float>"</code> || Exact use unknown, as testing has shown many objects ignore changes to this value. | ||
+ | |- | ||
+ | |07 || Rotation || <code>"mPosture"</code> || <code>"<float float float>"</code> || Sets X, Y, and Z rotation of the spawned object. | ||
+ | |- | ||
+ | |08 || Saving || <code>"mSaveOption" || <code> </code> || Exact use is unknown. Table below for recording it's values. | ||
+ | |- | ||
+ | |?? || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000. | ||
+ | |- | ||
+ | |?? || 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 | ||
+ | |- | ||
+ | |?? || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code>{<Integer>}</code> || Used in Pongashi/Candypop buds to decide when the flower wilts away. | ||
+ | |} | ||
+ | |||
+ | ;Save Options | ||
+ | ; | ||
+ | {| class="wikitable sortable" | ||
+ | ! Name || Value || Use/Notes | ||
+ | |- | ||
+ | | <code># flag</code> || 1 || Unknown | ||
+ | |- | ||
+ | | <code># birthday</code> || 0 || Unknown | ||
+ | |- | ||
+ | | <code># deadday</code> || 0 || Unknown | ||
+ | |- | ||
+ | | <code># interval</code> || 1 || Unknown | ||
+ | |- | ||
+ | | <code># expireday</code> || 0 || Unknown | ||
+ | |- | ||
+ | | <code># curr num</code> || 1 || Unknown | ||
|- | |- | ||
− | |<code> | + | | <code># expire progress</code> || 0 || Unknown |
|} | |} | ||
Revision as of 22:16, 2 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
Location | Readable name | Generator name | Value | Notes |
---|---|---|---|---|
01 | Creature | - | "<Generator name>" |
* [1] - Enemies by Generator name. * [2] - Enemies by Picture/In game name. |
02 | ??? | - | Usually 0005 or 0007 | Unknown |
03 | ??? | # Face ID | 0 | Unknown |
04 | ??? | # Face Message Table | 0 | Unknown |
05 | Position | "mPos" |
"<float float float>" |
Location in 3D space. |
06 | Scale | "mBaseScale" |
"<float>" |
Exact use unknown, as testing has shown many objects ignore changes to this value. |
07 | Rotation | "mPosture" |
"<float float float>" |
Sets X, Y, and Z rotation of the spawned object. |
08 | Saving | "mSaveOption" |
|
Exact use is unknown. Table below for recording it's values. |
?? | Health | "mMaxLife" |
{<Float>} |
For reference Bulborbs have 1000 health, and dirt walls have 6000. |
?? | 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 |
?? | 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 |
Objects
In game name | Generator Name | Notes |
---|---|---|
NA |
NA | NA |