Editing GameobjectParam

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{DISPLAYTITLE:GameobjectParam}}
+
{{DISPLAYTITLE:''Pikmin 3'' GameobjectParam}}
  
In ''Pikmin 3'', object generators can have special properties that can be edited per instance, such as health or drops. For instance, while Female Sheargrubs have 45 health by default, you can place a specific Female Sheargrub on the map with just 1 health point. This article explains those properties.
+
List of ''Pikmin 3''' generator objects that have special parameters that can be edited per instance.
  
== Basic information ==
+
== Enemies ==
=== Terminology ===
 
 
 
* '''Identifier''': Name used by the generator to spawn objects into the map. This is what the game uses to load from <code>/romfs/CMCmn/generator/&lt;map name&gt;</code>.
 
* '''Object'''/'''Gameobject''': Something that spawns into the map when you load the map. Creatures, obstacles, plants, etc.
 
* '''Float''': A number ''with'' decimal points (e.g. 1.5).
 
* '''Integer''': A number ''without'' a decimal (e.g. 1).
 
* '''Boolean''': Either "0" or "1" to represent "false" or "true".
 
 
 
=== Example ===
 
An example of a Dwarf Bulborb that has double health, and drops between three and ten Juicy Gaggles upon death.
 
 
 
<pre>
 
"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>}
 
 
 
</pre>
 
 
 
== Enemies, leaders, Pikmin ==
 
=== Properties ===
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Order || Readable name || Identifier || Value || Notes
+
! Internal name || Object || Notes
|-
 
|01 || Creature || - || <code>"<Identifier>"</code> || Helpful links: [[Pikmin 3 identifiers|enemies by identifier]], [https://www.pikminwiki.com/Enemy#In_Pikmin_3 enemies by picture/in-game name].
 
|-
 
|02 || Tags || - || <code>"" "" ""</code> || The first quote holds 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 <code>"bridge1" "pile1" ""</code> to give itself the tag <code>bridge1</code> and looks for a partner tagged with <code>pile1</code>. The tags also seem to be arbitrary. So names like <code>BlueRiverBridge</code> or <code>CaliforniaHawaiiBridge</code> work.
 
 
|-
 
|-
|03 || ??? || - || Usually "0005" or "0007" || Unknown
+
| <code>amembo</code> || Skeeterskate ||  
|-
 
|04 || ??? || - || 0 || Unknown. Has the comment <code># Face ID</code>.
 
|-
 
|05 || ??? || - || 0 || Unknown. Has the comment <code># Face Message Table</code>.
 
|-
 
|06 || Position || <code>"mPos"</code> || <code><float float float></code> || Location in 3D space.
 
|-
 
|07 || Scale || <code>"mBaseScale"</code> || <code><float></code> || Exact use unknown, as testing has shown many objects ignore changes to this value.
 
|-
 
|08 || Rotation || <code>"mPosture"</code> || <code><float float float></code> || Sets X, Y, and Z rotation of the spawned object.
 
|-
 
|09 || Saving || <code>"mSaveOption" || [[#Save options|See here]] || Exact use is unknown. The table below in this article holds its values.
 
|-
 
|10 || ??? || <code>"mPosAlign" || <code>1</code> || Unknown
 
|-
 
|11 || Number || <code>"mNum" || <code>1</code> || Amount of the object that spawns.
 
|-
 
|12 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 
|-
 
|13 || Drops || <code>"mDrop" || [[#Drop options|See here]] || Items that the object spawns upon death. The table below in this article holds its values.
 
|-
 
|14 || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference, Bulborbs have 1000 health, and dirt walls have 6000.
 
|-
 
|15 || All health ratio || <code>"mAllLifeRatio"</code> || <code>{<Float>}</code> || A multiplier for the object's health. So 200HP and a "mAllLifeRatio" of 4 = 800HP. Used by the Long Legs bosses.
 
|-
 
|15 || Arctic variant || <code>"mWhite"</code> || <code>{<Boolean>}</code> || Changes the object into the snow variant. Used by the Shaggy Long Legs.
 
|-
 
|15 || Already on land || <code>"mLand"</code> || <code>{<Boolean>}</code> || Changes if the object is hiding before the fight. Used by the Long Legs bosses.
 
|-
 
|15 || Save landed status || <code>"mLandSave"</code> || <code>{<Boolean>}</code> || After the object is deployed, this dictates if it stays on the ground after the day's end. Used by the Long Legs bosses.
 
|-
 
|16 || Health ratio || <code>"mLifeRatio"</code> || <code>{<Float>}</code> || A multiplier for the object's health. So 200HP and a "mLifeRatio" of 4 = 800HP. Some objects do not respond to mMaxLife, so in those cases, use this.
 
|-
 
|16 || ??? || <code>"mBreakFlag"</code> || <code>{0}</code> || Unknown
 
|-
 
|16 || ??? || <code>"mForceSplineWalk"</code> || <code>{0}</code> || Unknown
 
|-
 
|16 || ??? || <code>"mRotYDeg"</code> || <code>{<Float>}</code> || Unknown
 
|-
 
|17 || Pikmin/leader ID || <code>"mColor"</code> || <code><Integer></code> || 0 for Pikpik carrot, 1 for Purple Pikmin, 2 for Blue Pikmin, 3 for Red Pikmin, 4 for White Pikmin, 5 for Yellow Pikmin, 6 for Winged Pikmin, 7 for Rock Pikmin, 8 for Alph, 9 for Brittany, 10 for Charlie, 11 for Louie, 12 for Olimar.
 
|-
 
|18 || Max Pikmin to convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used by Candypop Buds to decide when the flower wilts away.
 
 
|}
 
|}
  
=== Save options ===
+
== Objects ==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Name || Value || Notes
+
! Internal name || Object || Notes
|-
 
| <code># flag</code> || <code>1</code> || Unknown
 
 
|-
 
|-
| <code># birthday</code> || <code>0</code> || Unknown
+
| <code>amembobullet</code> || Skeeterskate water || Can't open
|-
 
| <code># deadday</code> || <code>0</code> || Unknown
 
|-
 
| <code># interval</code> || <code>1</code> || Unknown
 
|-
 
| <code># expireday</code> || <code>0</code> || Unknown
 
|-
 
| <code># curr num</code> || <code>1</code> || Unknown
 
|-
 
| <code># expire progress</code> || 0</code> || Unknown
 
|}
 
 
 
=== Drop options ===
 
{| class="wikitable sortable"
 
! Name || Value || Notes
 
|-
 
| ??? || <code>4</code> || Unknown
 
|-
 
| ??? || <code>1</code> || Unknown
 
|-
 
| ??? || <code>4</code> || Unknown
 
|-
 
| ??? || <code>1.0</code> || Unknown
 
|-
 
| Item to drop || <code><Identifier></code> || Item to spawn
 
|-
 
| Minimum drop amount || <code>1</code> || Minimum amount of items to spawn
 
|-
 
| Max drop amount || <code>2</code> || Maximum amount of items to spawn
 
|-
 
| ??? || <code>0</code> || Unknown
 
|-
 
| ??? || <code>0</code> || Unknown
 
|-
 
| ??? || <code>1</code> || Unknown
 
|-
 
| ??? || <code>1</code> || Unknown
 
|-
 
| ??? || <code>1</code> || Unknown
 
 
|}
 
|}
  
== Obstacles ==
 
=== Bridge fragment pile ===
 
{| class="wikitable sortable"
 
! Readable name || Identifier || value || Notes
 
|-
 
| Bridge fragment pile type || <code>-</code> || (Identifier) ||
 
|-
 
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown
 
|-
 
| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
 
|-
 
| Position || <code>"mPos"</code> || <code><float> <float> <float></code> || Location in 3D space.
 
|-
 
| Scale || <code>"mBaseScale"</code> || <code><float></code> || Exact use unknown, as testing has shown many objects ignore changes to this value.
 
|-
 
| Rotation || <code>"mPosture"</code> || <code><float> <float> <float></code> || Sets X, Y, and Z rotation of the spawned object.
 
|-
 
| Initial fragments || <code>"mNendoNum"</code> || <code>10</code> || How many fragments are in the pile upon generation.
 
|-
 
| ??? || <code>"mSaveNum2"</code> || <code>1</code> || Unknown
 
|-
 
| ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown
 
|-
 
| Bridge color || <code>mColor</code> || <code>0</code> || The color of the bridge. Brown is 0, blue is 6, red is 9.
 
|}
 
 
{{todo|Complete the list of materials for the ramp.}}
 
 
=== Bridge ===
 
{| class="wikitable sortable"
 
! Readable name || Generator name || value || Notes
 
|-
 
| Bridge type || <code>-</code> || (Identifier) ||
 
|-
 
| ??? || - || <code>Usually "0005" or "0007"</code> || Exact meaning unknown, but the default is "0005", and "0007" if you want to include the difficulty table.
 
|-
 
| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
 
|-
 
| ??? || <code>"mPosAlign"</code> || <code>0</code> || Unknown
 
|-
 
| Number || <code>"mNum"</code> || <code><Integer></code> || Amount to spawn, useless in bridges.
 
|-
 
| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 
|-
 
| Drops || <code>"mDrop" || Chart above || Items that the object spawns upon death.
 
|-
 
| Cutscene || <code>"mDemoIndex" || <code>"(demoID)"</code> || ID's come from the files within <code>/romfs/CMCmn/demo</code>. Leave blank for none.
 
|-
 
| ??? || <code>"mDead"</code> || <code>0</code> || Unknown
 
|-
 
| ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown
 
|-
 
| Initial pieces || <code>"mInitNum"</code> || <code><Integer></code> || How many pieces are in the bridge upon generation
 
|-
 
| Destination || <code>"mEndPos"</code> || <code><float> <float> <float></code> || Where the bridge will end.
 
|-
 
| Ramp || <code>"mBase"</code> || <code><Boolean></code> || Dictates if the bridge will have the little dirt ramp.
 
|-
 
| Ramp Material || <code>"mMapMaterialName"</code> || <code><2> <material></code> || Dictates the "little ramp" material. Options include: "A_snowB", "A_ground_00", "A_grdA".
 
|-
 
| Bridge color || <code>"mColor"</code> || <code>0</code> || The color of the bridge. Brown is 0, blue is 6, red is 9.
 
|-
 
| Invisible wall for long bridges || <code>"mStopperB"</code> || <code>0</code> || Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification)
 
|-
 
| Invisible wall for short bridges || <code>"mSmallStopper"</code> || <code>0</code> || Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification)
 
|-
 
| ??? || <code>"mThrowThrough"</code> || <code>0</code> || Unknown
 
|}
 
 
=== Fruit branch options ===
 
{| class="wikitable sortable"
 
! Readable Name || Identifier || Status
 
|-
 
| Apple || apple || Perfect
 
|-
 
| Apricot || apricot || Perfect
 
|-
 
| Avocado || avocado || Works fine, but isn't aligned to the branch.
 
|-
 
| Marble || b_dama || Works fine, but isn't aligned to the branch.
 
|-
 
| Banana || canana || Not at all
 
|-
 
| Chance Time marble || chance_dama || Untested
 
|-
 
| Cherry || cherry || Works fine, but isn't aligned to the branch.
 
|-
 
| Dekopon || dekopon || Perfect
 
|-
 
| Fig || fig || Perfect
 
|-
 
| Grapefruit || gfruit || Works fine, but isn't aligned to the branch.
 
|-
 
| Cherry || ghold_cherry || Works fine, but isn't aligned to the branch.
 
|-
 
| Gold Strawberry || gold_ichigo || Works fine, but isn't aligned to the branch.
 
|-
 
| Purple grapes || grape || Crash
 
|-
 
| Purple grape || grape_carry || Doesn'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 to the branch.
 
|-
 
| Orange || mikan/orange || Untested
 
|-
 
| Green Grapes || muscat || Crashes
 
|-
 
| Green Grape || muscat_carry || Not at all
 
|-
 
| Asian Pear || nashi || Perfect.
 
|-
 
| Papaya || papaya  || Works fine, but isn't aligned to the branch.
 
|-
 
| Peach || peach || Works fine, but isn't aligned to 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.
 
|}
 
 
=== Enemy values ===
 
{| class="wikitable sortable"
 
! Game name || Identifier || Weight || Max carriers || Seeds || Value (Pokos/souls) || HP || Regen?
 
|-
 
| Calcified Crushblat || CrystalFrog || 12 || 25 || 20 || 70/70 || 1000 || ??
 
|-
 
| Puckering Blinnow || Tobiuo || 1 || 2 || 2 || 15/15 || 74 || No
 
|-
 
| Female Sheargrub || UjinkoA || ? || ? || ? || ??/?? || 45 || ??
 
|-
 
| Male Sheargrub || UjinkoB || ? || ? || ? || ??/?? || 45 || ??
 
|-
 
| Swarming Sheargrub || UjinkoC || 1 || 1 || 1 || 5/5 || 45 ||
 
|-
 
| Pyroclasmic Slooch || Kajiokoshi || 3 || 6 || 4 || 20/20 || 300 || ??
 
|-
 
| Skitter Leaf || Hambo || ? || ? || ? || ??/?? || 45 || ??
 
|-
 
| Yellow Wollywog || Frog || 5 || 10 || 8 || 30/30 || 900 || No
 
|-
 
| Peckish Aristocrab || Kanitama || 8 || 16 || 15 || 100/100 || 1500 || ??
 
|-
 
| Hermit Crawmad || Shako || 5 || 10 || 8 || 30/30 || 750 || No
 
|-
 
| Bug-Eyed Crawmad || Demejako || 12 || 25 || 8 || 30/30 || 750 || No
 
|-
 
| Whiptongue Bulborb || Arikui || 12 || 25 || 15 || 50/50 || 1300 || ??
 
|}
 
  
 
[[Category:File formats]]
 
[[Category:File formats]]
 
[[Category:Pikmin 3]]
 
[[Category:Pikmin 3]]

Please note that all contributions to Pikmin Technical Knowledge Base are considered to be released under the Creative Commons Attribution-ShareAlike (see Pikmin Technical Knowledge Base:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Template used on this page: