Editing Cave generation parameters

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An entry can specify if an enemy is meant to carry a treasure inside it. If it is, then after the [[#Class|class]] name there should be an underscore, and then afterwards, in all lowercase, the [[Pikmin 2 identifiers|internal name]] of said treasure. (e.g. <code>Chappy_key</code> for a Red Bulborb carrying The Key.) Note that for entries regarding enemies that are carrying something, the class name becomes case-sensitive.
 
An entry can specify if an enemy is meant to carry a treasure inside it. If it is, then after the [[#Class|class]] name there should be an underscore, and then afterwards, in all lowercase, the [[Pikmin 2 identifiers|internal name]] of said treasure. (e.g. <code>Chappy_key</code> for a Red Bulborb carrying The Key.) Note that for entries regarding enemies that are carrying something, the class name becomes case-sensitive.
  
Note that just because an underscore exists doesn't mean for sure that one object is carrying another. If the game sees the name <code>Wakame_s</code>, it isn't going to think that it's an object <code>Wakame</code> carrying an object <code>s</code>, but rather that it is a small shoot. Also note that treasures specified here do not count towards the limit in [[#FloorInfo|parameter <code>{f003}</code>]].
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Note that just because an underscore exists doesn't mean for sure that one object is carrying another. If the game sees the name <code>Wakame_s</code>, it isn't going to think that it's an object <code>Wakame</code> carrying an object <code>s</code>, but rather that it is a small shoot.
  
 
=== Fall method ===
 
=== Fall method ===

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