Difference between revisions of "Cave unit definition file"
m (clarifications) |
Annt Agonny (talk | contribs) (Updated the info on what the 'Room Flags' could mean.) |
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| 4 || <code>1</code> || Room type: 0=dead end, 1=room, 2=hallway || <code>room type</code> | | 4 || <code>1</code> || Room type: 0=dead end, 1=room, 2=hallway || <code>room type</code> | ||
|- | |- | ||
− | | 5 || <code>0 1</code> || The unit's flags | + | | 5 || <code>0 1</code> || The unit's "room" flags. Judging by the name, and how most of the "room" type units seem to use it, it's presumed to help count the room units as... well, rooms and not hallways or dead ends. || <code>room Flags</code> |
|- | |- | ||
| 6 || <code>2</code> || The number of doors (exits) the unit has || <code>num doors</code> | | 6 || <code>2</code> || The number of doors (exits) the unit has || <code>num doors</code> |
Revision as of 20:33, 27 April 2023
In Pikmin 2, each sublevel points to a cave unit definition file. These files can be found in /user/Mukki/mapunits/units
, and contain a list of units that the game is allowed to use to create the cave with. This file just tells the generator how each cave unit attaches with one another. In other words, this file specifies all the rooms to spawn in a sublevel, depending on that sublevel's room count ({f005}
).
Header
After a decorated set of comments that say units definition file
comes a line containing the number of units defined in this file. This line is commented with number of units
. Each unit's data is defined inside its own block, and conveniently has a comment before it that mentions its name.
Unit
Line | Example | Description | Comment |
---|---|---|---|
1 | 1 |
Version | version
|
2 | room_ike1_2_tsuchi |
Folder name of the unit to spawn | foldername
|
3 | 7 6 |
Width (7) and length (6) of the unit that's spawning (line 3); defines how many cave grid cells this unit | dX/dZ ; cell size
|
4 | 1 |
Room type: 0=dead end, 1=room, 2=hallway | room type
|
5 | 0 1 |
The unit's "room" flags. Judging by the name, and how most of the "room" type units seem to use it, it's presumed to help count the room units as... well, rooms and not hallways or dead ends. | room Flags
|
6 | 2 |
The number of doors (exits) the unit has | num doors
|
From this point onwards, before ending the unit entry, there are four lines for each door sub-entry.
Line | Example | Description | Comment |
---|---|---|---|
1 | 0 |
Door index | index
|
2 | 0 0 0 |
Direction, offset (starting from the left, determines how many cells to the right the door is), and wpindex (The index of the route waypoint for that door) | dir/offs/wpindex
|
3 | 1 |
The number of doors this can link to | door links
|
From this point onwards, before ending the door sub-entry, there is one line for each door link.
Line | Example | Description | Comment |
---|---|---|---|
1 | 1258.716064 0 1 |
Distance (used within score calculation), Door-id (Maps to another door index), and tekiflag Unknown[unsure] | dist/door-id/tekiflag
|