Difference between revisions of "GameobjectParam"

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{"mMaxLife"<200.00000000>}
 
{"mMaxLife"<200.00000000>}
  
== Enemies ==
+
== Enemies/Captains/Pikmin ==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Location || Readable name || Generator name || Value || Notes
 
! Location || Readable name || Generator name || Value || Notes
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|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 || ??? || - || Usually 0005 or 0007 || Unknown
+
|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"
 
|-
 
|-
|03 || ??? || # Face ID || 0 || Unknown
+
|03 || ??? || - || Usually 0005 or 0007 || Unknown
 
|-
 
|-
|04 || ??? || # Face Message Table || 0 || Unknown
+
|04 || ??? || # Face ID || 0 || Unknown
 
|-
 
|-
|05 || Position || <code>"mPos"</code> || <code>"<float float float>"</code> || Location in 3D space.
+
|05 || ??? || # Face Message Table || 0 || Unknown
 
|-
 
|-
|06 || Scale || <code>"mBaseScale"</code> || <code>"<float>"</code> || Exact use unknown, as testing has shown many objects ignore changes to this value.
+
|06 || Position || <code>"mPos"</code> || <code><float float float></code> || Location in 3D space.
 
|-
 
|-
|07 || Rotation || <code>"mPosture"</code> || <code>"<float float float>"</code> || Sets X, Y, and Z rotation of the spawned object.
+
|07 || Scale || <code>"mBaseScale"</code> || <code><float></code> || Exact use unknown, as testing has shown many objects ignore changes to this value.
 
|-
 
|-
|08 || Saving || <code>"mSaveOption" || Chart below || Exact use is unknown. Table below for recording it's values.
+
|08 || Rotation || <code>"mPosture"</code> || <code><float float float></code> || Sets X, Y, and Z rotation of the spawned object.
 
|-
 
|-
|09 || ??? || <code>"mPosAlign" || <code>1</code> || Unknown
+
|09 || Saving || <code>"mSaveOption" || Chart below || Exact use is unknown. Table below for recording it's values.
 
|-
 
|-
|10 || Number || <code>"mNum" || <code>1</code> || Amount of the object that spawns.
+
|10 || ??? || <code>"mPosAlign" || <code>1</code> || Unknown
 
|-
 
|-
|11 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknonw
+
|11 || Number || <code>"mNum" || <code>1</code> || Amount of the object that spawns.
 
|-
 
|-
|12 || Drops || <code>"mDrop" || <code>Chart Below</code> || Items that the object spawns upon death.
+
|12 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknonw
 
|-
 
|-
|13 || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000.
+
|13 || Drops || <code>"mDrop" || <code>Chart Below</code> || Items that the object spawns upon death.
 
|-
 
|-
|14 || 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
+
|14 || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000.
 
|-
 
|-
|15 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code>{<Integer>}</code> || Used in Pongashi/Candypop buds to decide when the flower wilts away.
+
|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.
 
|}
 
|}
  

Revision as of 23:45, 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/Captains/Pikmin

Location 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, the first tin box lift would be "lift1" "nail1" "" to give itself the name "lift1" and looks for a partner named "nail1"
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 Unknonw
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 <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

Objects

In game name Generator Name Notes
NA NA NA