GameobjectParam

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List of Pikmin 3 generator objects that have special parameters that can be edited per instance, such as health or drops.


Basic Information

Terminology

Identifier = 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)

Boolean = Either "1 or 0" to represent "True or False"


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

Order Readable name Identifier Value Notes
01 Creature - "<Identifier>" * [1] - Enemies by Identifier. * [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, a bridge would be "bridge1" "pile1" "" to give itself the name "bridge1" and looks for a partner named "pile1" The tags also seem to be arbitrary. So names like "BlueRiverBridge" or "CaliforniaHawaiiBridge" work.
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 Unknown
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 All Health Ratio "mAllLifeRatio" {<Float>} A multiplier for the object's health. So 200HP & mAllLifeRatio of 4 = is 800HP. Used in the Beady Long Legs bosses.
15 Artic Variant "mWhite" {<Boolean>} Changes the object into the snow variant. Used in the Beady Long Legs bosses.
15 Already on land "mLand" {<Boolean>} Changes if the object is hiding before the fight. Used in the Beady Long Legs bosses.
15 Save landed status "mLandSave" {<Boolean>} After the object is deployed, this dictates if it stays on the ground after the day's end. Used in the Beady Long Legs bosses.
16 Health Ratio "mLifeRatio" {<Float>} A multiplier for the object's health. So 200HP & mLifeRatio of 4 = is 800HP. Some objects do not respond to mMaxLife, in those cases, use this.
16 ??? "mBreakFlag" {0} Unknown
16 ??? "mForceSplineWalk" {0} Unknown
16 ??? "mRotYDeg" {<Float>} Unknown
17 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
18 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 to drop <Identifier> 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

Obstacles

Bridge piece station
Readable name Identifier value Notes
Bridge piece station type - (Identifier)
??? - Usually "0005" or "0007" Unknown
Tags - "" "" "" "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
Position "mPos" <float> <float> <float> Location in 3D space.
Scale "mBaseScale" <float> Exact use unknown, as testing has shown many objects ignore changes to this value.
Rotation "mPosture" <float> <float> <float> Sets X, Y, and Z rotation of the spawned object.
Initial pieces "mNendoNum" 10 How many pieces are in the pile upon generation
??? "mSaveNum2" 1 Unknown
??? "mWorkRatio" 0.0 Unknown
Bridge color mColor 0 The color of the bridge. Brown is 0, Blue is 6, Red is 9.


To do: Complete the list of materials for the ramp.

Bridge
Readable name Generator name value Notes
Bridge type - (Identifier)
??? - Usually "0005" or "0007" Unknown
Tags - "" "" "" "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
??? "mPosAlign" 0 Unknown
Number "mNum" <Integer> Amount to spawn, useless in bridges.
??? "mEmitRadius" 0.0 Unknown
Drops "mDrop" Chart above Items that the object spawns upon death.
Cutscene "mDemoIndex" "(demoID)" ID's come from the files within /romfs/CMCmn/demo Leave blank for none.
??? "mDead" 0 Unknown
??? "mWorkRatio" 0.0 Unknown
Initial pieces "mInitNum" <Integer> How many pieces are in the bridge upon generation
Destination "mEndPos" <float> <float> <float> Where the bridge will end.
Ramp "mBase" <Boolean> Dictates if the bridge will have the little dirt ramp.
Ramp Material "mMapMaterialName" <2> <material> Dictates the "little ramp" material. Options include: "A_snowB", "A_ground_00", "A_grdA"
Bridge color "mColor" 0 The color of the bridge. Brown is 0, Blue is 6, Red is 9.
Invisible wall for long bridges "mStopperB" 0 Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification)
Invisible wall for short bridges "mSmallStopper" 0 Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification)
??? "mThrowThrough" 0 Unknown
Fruit Branch Options
Readable Name Identifier Status
Apple apple Perfect
Apricot apricot Perfect
Avocado avocado Works fine, but isn't aligned on the branch.
Marble b_dama Works fine, but isn't aligned on the branch.
Banana canana Not at all
Chance Time marble chance_dama Untested
Cherry cherry Works fine, but isn't aligned on the branch.
Dekopon dekopon Perfect
Fig fig Perfect
Grapefruit gfruit Works fine, but isn't aligned on the branch.
Cherry ghold_cherry Works fine, but isn't aligned on the branch.
Gold Strawberry gold_ichigo Works fine, but isn't aligned on the branch.
Purple grapes grape Crash
Purple grape grape_carry Dosen't load.
Kiwi kiwi Perfect
Kiwigold kiwigold Perfect
Lemon lemon Perfect
Lime lime Perfect
Loquat loquat Perfect
Mango mango Untested
Mangosteen mangosteen Not at all
Japanese melon melon Works fine, but isn't aligned on the branch.
Orange mikan/orange Untested
Green Grapes muscat Crash
Green Grape muscat_carry Not at all
Asian Pear nashi Perfect.
Papaya papaya Works fine, but isn't aligned on the branch.
Peach peach Works fine, but isn't aligned on the branch.
Pear pear Perfect
Persimmon persimmon Perfect
Pitaya pitaya Not at all.
Plum plum Perfect
Raspberry raspberry Kind of.
Starfruit starfruit Perfect.
Strawberry strawberry Kind of.
Watermelon watermelon Not at all.
Victory Macaroon win_dama Untested
Egg egg Not at all.
Bombrock bomb Not at all.
Dodge Whistle StepOut Not at all.
10 Pellet pellet3 Not at all.
Onion onyon Works fine for all but pink and blue, as long as you remove the cutscene (mDemoIndex) attached to it.
Louie luzy Not at all.