Editing Cave generation parameters
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− | In ''Pikmin 2'', the files that define a cave's settings can be found in <code>/user/Mukki/mapunits/caveinfo</code>. For instance, the Emergence Cave uses <code>tutorial_1.txt</code> | + | In ''Pikmin 2'', the files that define a cave's settings can be found in <code>/user/Mukki/mapunits/caveinfo</code>. For instance, the Emergence Cave uses <code>tutorial_1.txt</code>. |
− | + | ==Header== | |
+ | Each file starts with a simple block titled <code>CaveInfo</code>. It contains only one parameter, <code>{c000}</code>, which takes two values, a <code>4</code> and the number of sublevels in the cave. | ||
− | + | After the opening block, there is a lone number. This number is, once again, the number of sublevels in the cave. After this comes a series of blocks, with each group of 5 belonging to a sublevel. | |
− | |||
− | Each | + | ==Sublevel== |
+ | Each sublevel starts with a block titled <code>FloorInfo</code> (the comment for the first sublevel has a number to the left of it; this is the [[#Header|number of sublevels]]). The object spawn process for each sublevel is controlled by the following blocks, and is explained in a bit more detail '''[[Cave spawning|here]]'''. | ||
− | + | All notes (Japanese or English statements followed by a #) are unnecessary and it will save file space by deleting them. | |
− | + | ===FloorInfo=== | |
− | + | This block has a large number of parameters that determine how the sublevel works. All content in these parameters consist of two words. The first word is a number, <code>4</code> for numbers and <code>-1</code> for strings. The second word is the actual value of the parameter - the one you can modify. | |
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− | {{todo|Figure out what happens if you change {f000} and {f001} | + | {{todo|Figure out what happens if you change {f000} and {f001}.}} |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! Parameter || Description || Japanese comment | ! Parameter || Description || Japanese comment | ||
|- | |- | ||
− | | <code>{f000}</code> || The sublevel number this sublevel belongs to, minus 1. For example, if this floor is sublevel 1, the value is 0. Comment translates to "floor introduction" | + | | <code>{f000}</code> || The sublevel number this sublevel belongs to, minus 1. For example, if this floor is sublevel 1, the value is 0. Comment translates to "floor introduction". || 階はじめ |
|- | |- | ||
− | | <code>{f001}</code> || Same as above. Comment translates to "floor end". | + | | <code>{f001}</code> || Same as above. Comment translates to "floor end". || 階おわり |
|- | |- | ||
− | | <code>{f002}</code> || | + | | <code>{f002}</code> || Maximum enemy number. Enemies in dead ends do not count. || 敵最大数 |
|- | |- | ||
− | | <code>{f003}</code> || | + | | <code>{f003}</code> || Maximum treasure number. || アイテム最大数 |
|- | |- | ||
− | | <code>{f004}</code> || | + | | <code>{f004}</code> || Maximum gate number. || ゲート最大数 |
|- | |- | ||
| <code>{f005}</code> || Number of "room" cave units. || ルーム数 | | <code>{f005}</code> || Number of "room" cave units. || ルーム数 | ||
|- | |- | ||
− | | <code>{f006}</code> || | + | | <code>{f006}</code> || Ratio that controls how many corridors there are compared to rooms. || ルートの割合 |
|- | |- | ||
| <code>{f007}</code> || 1 if this floor has a geyser, 0 otherwise. || 帰還噴水(1=あり) | | <code>{f007}</code> || 1 if this floor has a geyser, 0 otherwise. || 帰還噴水(1=あり) | ||
|- | |- | ||
− | | <code>{f008}</code> || [[Cave unit | + | | <code>{f008}</code> || [[Cave unit list file]] name. || 使用ユニット |
|- | |- | ||
| <code>{f009}</code> || Lighting definition file name. || 使用ライト | | <code>{f009}</code> || Lighting definition file name. || 使用ライト | ||
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| <code>{f010}</code> || 1 if the next sublevel hole is clogged, 0 otherwise. || 階段を壊す岩で隠す(0=オフ 1=オン) | | <code>{f010}</code> || 1 if the next sublevel hole is clogged, 0 otherwise. || 階段を壊す岩で隠す(0=オフ 1=オン) | ||
|- | |- | ||
− | | <code>{f011}</code> || | + | | <code>{f011}</code> || {{unsure|Unknown.}} Comment translates to "α attribute". || α属性 |
|- | |- | ||
− | | <code>{f012}</code> || Music type | + | | <code>{f012}</code> || Music type. 0 for normal, 1 to mute (until a boss), 2 to use rest sublevel music || β属性 |
|- | |- | ||
| <code>{f013}</code> || 1 if sublevel has an invisible solid plane of ground, generally used for the <code>hiroba</code>, <code>flooring</code> and <code>tatami</code> skyboxes. If 0, Pikmin can fall off the edge to their deaths. || 隠し床 | | <code>{f013}</code> || 1 if sublevel has an invisible solid plane of ground, generally used for the <code>hiroba</code>, <code>flooring</code> and <code>tatami</code> skyboxes. If 0, Pikmin can fall off the edge to their deaths. || 隠し床 | ||
|- | |- | ||
− | | <code>{f014}</code> || | + | | <code>{f014}</code> || Maximum number of dead ends. || キャップ最大数 |
|- | |- | ||
− | | <code>{f015}</code> || | + | | <code>{f015}</code> || {{unsure|Sublevel format version?}} || Version |
|- | |- | ||
| <code>{f016}</code> || {{unsure|Time until the Waterwraith appears. || BlackManTimer | | <code>{f016}</code> || {{unsure|Time until the Waterwraith appears. || BlackManTimer | ||
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|} | |} | ||
− | === TekiInfo === | + | ===TekiInfo=== |
− | <code>TekiInfo</code> determines the | + | <code>TekiInfo</code> determines the main objects (enemies) to spawn on the sublevel. |
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− | + | The first number in the block is the total of entries. It is titled <code>num</code>. Each entry consists of two lines. The first line in an entry determines how it spawns, the object's class, what treasure it has inside, how many to spawn, and how likely this object is to be used to fill the enemy slots (only applicable if the object's type indicates that it's an enemy). The second line of each entry is the type of object. | |
− | |||
− | + | To note is that if something is wrong with the object's spawn data, the game will probably break down, but it might also trigger an error handler. If it does, the object is turned into a fully-functional Common Glowcap. | |
− | + | ======Class====== | |
+ | The first word in the first line contains the object class (fire geyser, Red Bulborb, clover, etc.), using its internal name (case insensitive). Treasures will not work; use the [[#ItemInfo|<code>ItemInfo</code> block]] for that. | ||
− | + | If it is an enemy and is carrying something inside it, the internal name of that object's class is also included in that word, in lowercase, after an underscore (e.g. <code>Chappy_key</code>). In this case, the name of the enemy itself is no longer case insensitive and must be written in CamelCase, although exact casing depends on the object. | |
− | |||
− | Some objects spawn | + | ======Spawn method====== |
+ | Some objects spawn from the sky, like Volatile Dweevils that only appear when you get close to their spawn position. To get an object to do this, write a dollar sign and/or a number before the name of the object, without a space in between. Example: <code>$4BombOtakara</code>. You have to write a specific thing to get a specific behavior, and if you write an invalid one, the game crashes: | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Code || Effect || Notes | ! Code || Effect || Notes | ||
|- | |- | ||
− | + | | <code>$</code> || Always fall if a Pikmin or leader is nearby. || | |
− | |||
− | | <code>$</code> || | ||
|- | |- | ||
| <code>$0</code> || Triggers the Common Glowcap error handler. || '''Unused'''. | | <code>$0</code> || Triggers the Common Glowcap error handler. || '''Unused'''. | ||
|- | |- | ||
− | | <code>$1</code> || | + | | <code>$1</code> || {{unsure|Unknown.}} || |
|- | |- | ||
− | | <code>$2</code> || | + | | <code>$2</code> || Only fall if a Pikmin is nearby, leaders are ignored. || |
|- | |- | ||
− | | <code>$3</code> || | + | | <code>$3</code> || Only fall if a leader is nearby, Pikmin are ignored. || '''Unused'''. |
|- | |- | ||
− | | <code>$4</code> || | + | | <code>$4</code> || Only fall if Pikmin are carrying nearby. || |
|- | |- | ||
− | | <code>$5</code> || | + | | <code>$5</code> || Only fall if a Purple causes an earthquake nearby. || |
|} | |} | ||
− | Not all objects support this feature. The objects that don't support the feature completely ignore | + | Not all objects support this feature. The objects that don't support the feature completely ignore the $ sign and spawn normally. No bosses or plants (besides candypop buds) are changed. |
+ | |||
+ | Here is a list of all other known objects and whether or not they are capable of using this behavior. | ||
− | {| class="wikitable | + | {| class="wikitable sortable" |
− | + | ! Enemy || Supported || Notes | |
+ | |- | ||
+ | | Anode Beetle || Yes || | ||
+ | |- | ||
+ | | Anode Dweevil || Yes || | ||
+ | |- | ||
+ | | Antenna Beetle || No || | ||
+ | |- | ||
+ | | Armored Cannon Beetle Larva (Buried) || No || | ||
+ | |- | ||
+ | | Armored Cannon Beetle Larva (Free) || Yes || | ||
+ | |- | ||
+ | | Bomb-rock || Yes || | ||
+ | |- | ||
+ | | Breadbug || No || | ||
+ | |- | ||
+ | | Bulbmin || Yes || | ||
+ | |- | ||
+ | | Bulborb Larva || Yes || Uses a unique falling animation, the same animation thats used when they are born from the Empress Bulblax. | ||
+ | |- | ||
+ | | Bumbling Snitchbug || Yes || Floats down from the sky. | ||
+ | |- | ||
+ | | Careening Dirigibug || Yes || Floats down from the sky. | ||
+ | |- | ||
+ | | Caustic Dweevil || Yes || | ||
+ | |- | ||
+ | | Cloaking Burrow-nit || No || | ||
+ | |- | ||
+ | | Creeping Chrysanthemum || No || | ||
+ | |- | ||
+ | | Crimson Candypop Bud || Yes || | ||
+ | |- | ||
+ | | Decorated Cannon Beetle || Yes || | ||
+ | |- | ||
+ | | Doodlebug || No || | ||
+ | |- | ||
+ | | Dwarf Bulbear || Yes || | ||
+ | |- | ||
+ | | Dwarf Orange Bulborb || Yes || | ||
+ | |- | ||
+ | | Dwarf Red Bulborb || Yes || | ||
+ | |- | ||
+ | | Egg || Yes || Breaks upon hitting the ground. | ||
+ | |- | ||
+ | | Electrical Wire || No || | ||
+ | |- | ||
+ | | Falling Boulder || Yes || Falling boulders sort of float in place for a bit, then fall down at a much quicker speed than normal. If multiple boulders spawn inside of each other, they will bounce off of each other at an angle when they are triggered by the player. | ||
+ | |- | ||
+ | | Female Sheargrub || No || | ||
+ | |- | ||
+ | | Fiery Blowhog || Yes || | ||
+ | |- | ||
+ | | Fiery Bulblax || Yes || | ||
+ | |- | ||
+ | | Fiery Dweevil || Yes || | ||
+ | |- | ||
+ | | Fire Geyser || No || | ||
+ | |- | ||
+ | | Foxtail || No || | ||
+ | |- | ||
+ | | Gas Pipe || No || | ||
+ | |- | ||
+ | | Gatling Groink (Both variants) || Yes || | ||
+ | |- | ||
+ | | Golden Candypop Bud || Yes || | ||
+ | |- | ||
+ | | Greater Spotted Jellyfloat || Yes || Floats down from the sky. | ||
+ | |- | ||
+ | | Hairy Bulborb || Yes || | ||
+ | |- | ||
+ | | Hermit Crawmad || No || | ||
+ | |- | ||
+ | | Honeywisp || No || | ||
+ | |- | ||
+ | | Iridescent Flint Beetle || No || | ||
+ | |- | ||
+ | | Iridescent Glint Beetle || No || | ||
+ | |- | ||
+ | | Ivory Candypop Bud || Yes || | ||
+ | |- | ||
+ | | Lapis Lazuli Candypop Bud || Yes || | ||
+ | |- | ||
+ | | Lesser Spotted Jellyfloat || Yes || Floats down from the sky | ||
+ | |- | ||
+ | | Lithopod Boulder (Unused) || Yes || | ||
+ | |- | ||
+ | | Male Sheargrub || No || | ||
+ | |- | ||
+ | | Mamuta || No || | ||
+ | |- | ||
+ | | Mitite || No || | ||
+ | |- | ||
+ | | Munge Dweevil || Yes || | ||
+ | |- | ||
+ | | Orange Bulborb || Yes || | ||
+ | |- | ||
+ | | Puffy Blowhog || Yes || Floats down from the sky. | ||
+ | |- | ||
+ | | Queen Candypop Bud || Yes || | ||
+ | |- | ||
+ | | Ravenous Whiskerpillar || N/A || Ravenous Whiskerpillars only work in above ground areas, and it's currently unknown how to give them the falling attribute with their object ID's instead of internal names. It is most likely that they can't use the behavior, because of how complex their AI is compared to other enemies, and how other buried enemies can't use the attribute either. | ||
+ | |- | ||
+ | | Red Bulborb || Yes || | ||
+ | |- | ||
+ | | Shearwig || No || | ||
+ | |- | ||
+ | | Skitter Leaf || No || | ||
+ | |- | ||
+ | | Snow Bulborb || Yes || | ||
+ | |- | ||
+ | | Spotty Bulbear || Yes || | ||
+ | |- | ||
+ | | Swooping Snitchbug || Yes || Floats down from the sky. | ||
+ | |- | ||
+ | | Toady Bloyster || No || | ||
+ | |- | ||
+ | | Unmarked Spectralids || No || | ||
+ | |- | ||
+ | | Violet Candypop Bud || Yes || | ||
+ | |- | ||
+ | | Volatile Dweevil || Yes || | ||
+ | |- | ||
+ | | Water Dumple || Yes || | ||
+ | |- | ||
+ | | Waterwraith Rollers (Unused) || No || | ||
+ | |- | ||
+ | | Watery Blowhog || Yes || | ||
|- | |- | ||
− | | | + | | Withering Blowhog || Yes || Floats down from the sky. |
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|- | |- | ||
− | | | + | | Wogpole || Yes || |
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|- | |- | ||
− | | | + | | Wollywog || Yes || |
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|- | |- | ||
− | | | + | | Yellow Wollywog || Yes || |
− | |||
− | | | ||
|} | |} | ||
− | === | + | ======Amount====== |
− | + | The second word is a number, where the last digit is the [[Cave spawning#Weighted distribution|spawn distribution weight]] and the other digits are the minimum amount to spawn. If only one digit is present, that determines the distribution weight, and the minimum amount defaults to 0. A distribution weight of 0 means that the game will only spawn the minimum amount and no more. This line is commented with <code>weight</code>. | |
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− | === | ||
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− | The following table lists the possible numbers, and the comments on the various [[Cave unit definition file|unit layout files]] | + | ======Type====== |
+ | This number controls what type of object this is, and where it spawns. The number ranges from 0 to 8, and most also correspond to a group of spawn coordinates. When spawning an instance of this object, the game picks a random coordinate from the group, if applicable. This line is commented with <code>type</code>. The following table lists the possible numbers, and the comments on the various [[Cave unit definition file|unit layout files]], in <code>/user/Mukki/mapunits/arc/*/texts.szs/layout.txt</code>, are also included due to them helping understand what each number means. | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! | + | ! Group || Content || Notes || <code>layout.txt</code> comment |
− | |||
− | |||
|- | |- | ||
− | | 0 || | + | | 0 || Enemy, spawn coordinate group A || || <code>Teki A</code> |
|- | |- | ||
− | | 1 || | + | | 1 || Enemy, spawn coordinate group B || || <code>Teki B</code> |
|- | |- | ||
− | | 2 || Treasure || <code>Item</code> | + | | 2 || Treasure || There is no cave definition file that uses this number. || <code>Item</code> |
|- | |- | ||
− | | 3 || {{unsure|Unknown}} | + | | 3 || {{unsure|Unknown}} || There is no cave definition file or cave unit definition file that uses this number. || |
|- | |- | ||
− | | 4 || | + | | 4 || Cave entrance/Geyser || Some cave units use this to spawn in the cave entrance for the next sublevel and for the geyser to appear. Nothing can spawn on here except for the cave entrance/geyser only. || <code>FixObj</code> |
|- | |- | ||
− | | 5 || | + | | 5 || Enemy, spawns at the entrances of dead ends || No cave unit definition file has a spawn coordinate with this number; the coordinate is likely calculated automatically given how simple and consistent it is. || |
|- | |- | ||
− | | 6 || Plant || <code>Plant</code> | + | | 6 || Plant || || <code>Plant</code> |
|- | |- | ||
− | | 7 || Leader spawn | + | | 7 || Leader spawn position || Objects can't use this as the type. This is only used inside cave unit definitions to specify a possible player starting spot in the cave. The Y coordinate is ignored; it snaps to the ground. || <code>Start</code> |
|- | |- | ||
− | | 8 || | + | | 8 || Enemy, spawn coordinate group C || || <code>Teki F</code> |
|} | |} | ||
+ | |||
+ | Objects can only use types 0, 1, 5, 6, or 8. Objects will not be spawned on a dead end under <code>TekiInfo</code>. To get them to spawn on dead ends, they must be declared in the [[#CapInfo|<code>CapInfo</code> block]]; here, they can also use type 2. | ||
+ | |||
+ | ======Example====== | ||
+ | <pre> | ||
+ | {f002} 4 5 # 敵最大数 | ||
+ | |||
+ | (...) | ||
+ | |||
+ | # TekiInfo | ||
+ | { | ||
+ | 2 # num | ||
+ | $Tadpole 23 # weight | ||
+ | 0 # type | ||
+ | Sokkuri_bane 9 # weight | ||
+ | 1 # type | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | Assuming there's enough space in the sublevel, this would make the game spawn 2 Wogpoles, that only pop up from the sky when you get close. Then, it spawns 3 randomly picked enemies, with each enemy having a 3/12 chance of being a Wogpole (like the aforementioned ones, these spawn from the sky), and a 9/12 chance of being a Skitter Leaf that is carrying a Coiled Launcher. Any Wogpole in this sublevel will spawn in the set of coordinates that belong to group 0, whereas any Skitter Leaf will spawn on the coordinates of group 1. | ||
+ | |||
+ | ===ItemInfo=== | ||
+ | The next block is titled <code>ItemInfo</code>. It controls how treasures spawn. Treasures inside enemies aren't included here. | ||
+ | |||
+ | The first number in the block is the total of entries. It is titled <code>num</code>. Each entry consists of one line. This line contains the internal name of the treasure, in all lowercase, and then after a space, the amount to spawn. This amount uses the same scheme as the [[#Amount|<code>TekiInfo</code> block]], except it is limited by <code>{f003}</code> instead. If you try to spawn something here that is not a treasure, the game will crash. | ||
+ | |||
+ | ======Example====== | ||
+ | <pre> | ||
+ | {f003} 4 4 | ||
+ | |||
+ | (...) | ||
+ | |||
+ | # ItemInfo | ||
+ | { | ||
+ | 3 | ||
+ | key 10 | ||
+ | gold_medal 12 | ||
+ | saru_head 04 | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | The game will spawn one ''The Key'' and one ''Lustrous Element'', the next two treasures (because <code>{f003}</code> is set to <code>4</code>), will have a 2/6 chance of being a ''Lustrous Element'', and a 4/6 chance of being a ''Colossal Fossil''. | ||
+ | |||
+ | ===GateInfo=== | ||
+ | <code>GateInfo</code> controls what gates will appear. Each individual gate on a sublevel is randomly colored. The game will spawn the number of gates defined in <code>{f004}</code>, but will stop spawning them if there isn't enough room. | ||
+ | |||
+ | The first number in the block is the total of entries. It is titled <code>num</code>. | ||
+ | # Each entry consists of two lines. | ||
+ | # The first line is the gate's HP. It is titled with <code>life</code>. This line starts with any word (although the word <code>gate</code> is what's used in the vanilla game), and after a space, the amount of hit points it has, with decimal places (e.g. <code>1000.000000</code>). | ||
+ | # The second line is the [[Cave spawning#Weighted distribution|spawn distribution weight]]. {{unsure|Only the last digit of this number is used.}} If the number is 0, this type of gate will not spawn at all, of course. | ||
+ | |||
+ | ======Example====== | ||
+ | <pre> | ||
+ | |||
+ | {f004} 4 2 | ||
+ | |||
+ | (...) | ||
+ | |||
+ | # GateInfo | ||
+ | { | ||
+ | 2 | ||
+ | gate 4000.000000 | ||
+ | 1 | ||
+ | gate 2500.000000 | ||
+ | 1 | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | This will spawn two different types of gates of random colours in random locations. The total number of gates appearing in the level is dependent on the value set in <code>{f004}</code>, which in this case is <code>2</code> so only two gates will spawn. | ||
+ | |||
+ | ===CapInfo=== | ||
+ | <code>CapInfo</code> determines what objects to spawn in dead ends. | ||
+ | |||
+ | The first number in the block is the total number of entries. It is titled <code>num</code>. Each entry consists of three lines. | ||
+ | |||
+ | The logic is the exact same as spawning objects in the [[#TekiInfo|<code>TekiInfo</code> block]], except for the following things: | ||
+ | # Each entry is defined by three. There is an extra line before the usual <code>weight</code> and <code>type</code> lines, which determines, presumably, the type of dead end this spawn applies to. It is titled <code>captype</code>, and always has the value <code>0</code>. | ||
+ | # Objects spawned here appear in dead ends. | ||
+ | # Enemies spawned with this block do not count for the enemy limit. | ||
+ | |||
+ | ======Example====== | ||
+ | <pre> | ||
+ | # CapInfo | ||
+ | { | ||
+ | 1 | ||
+ | 0 | ||
+ | $2Egg 1 | ||
+ | 1 | ||
+ | 0 | ||
+ | WhitePom 1 | ||
+ | 1 | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | This will spawn an egg that will fall down upon spawning and a Ivory Candypop Bud, both in random dead-ends. | ||
[[Category:Pikmin 2]] | [[Category:Pikmin 2]] | ||
[[Category:File formats]] | [[Category:File formats]] |