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{{DISPLAYTITLE:GameobjectParam}}
 
{{DISPLAYTITLE: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, such as health or drops.
  
== Basic information ==
 
=== 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>.
+
== Basic Information ==
* '''Object'''/'''Gameobject''': Something that spawns into the map when you load the map. Creatures, obstacles, plants, etc.
+
;Terminology
* '''Float''': A number ''with'' decimal points (e.g. 1.5).
+
:
* '''Integer''': A number ''without'' a decimal (e.g. 1).
+
''Identifier'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code>
* '''Boolean''': Either "0" or "1" to represent "false" or "true".
 
  
=== Example ===
+
''Object''/''Gameobject'' = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect.
An example of a Dwarf Bulborb that has double health, and drops between three and ten Juicy Gaggles upon death.
 
  
<pre>
+
''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"
 
"Kochappy"
  
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{"mMaxLife"<200.00000000>}
 
{"mMaxLife"<200.00000000>}
  
</pre>
+
== Enemies/Captains/Pikmin ==
 
 
== Enemies, leaders, Pikmin ==
 
=== Properties ===
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Order || Readable name || Identifier || Value || Notes
 
! Order || Readable name || Identifier || Value || 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].
+
|01 || Creature || - || <code>"<Identifier>"</code> || * [https://pikmintkb.com/wiki/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.
+
|02 || Tags || - || <code>"" "" ""</code> || 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 <code>"bridge1" "pile1" ""</code> 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
 
|03 || ??? || - || Usually "0005" or "0007" || Unknown
 
|-
 
|-
|04 || ??? || - || 0 || Unknown. Has the comment <code># Face ID</code>.
+
|04 || ??? || # Face ID || 0 || Unknown
 
|-
 
|-
|05 || ??? || - || 0 || Unknown. Has the comment <code># Face Message Table</code>.
+
|05 || ??? || # Face Message Table || 0 || Unknown
 
|-
 
|-
 
|06 || Position || <code>"mPos"</code> || <code><float float float></code> || Location in 3D space.
 
|06 || Position || <code>"mPos"</code> || <code><float float float></code> || Location in 3D space.
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|08 || Rotation || <code>"mPosture"</code> || <code><float float float></code> || Sets X, Y, and Z rotation of the spawned object.
 
|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.
+
|09 || Saving || <code>"mSaveOption" || Chart below || Exact use is unknown. Table below for recording it's values.
 
|-
 
|-
 
|10 || ??? || <code>"mPosAlign" || <code>1</code> || Unknown
 
|10 || ??? || <code>"mPosAlign" || <code>1</code> || Unknown
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|12 || ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 
|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.
+
|13 || Drops || <code>"mDrop" || Chart Below || Items that the object spawns upon death.
 
|-
 
|-
|14 || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference, Bulborbs have 1000 health, and dirt walls have 6000.
+
|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 || All Health Ratio || <code>"mAllLifeRatio"</code> || <code>{<Float>}</code> || A multiplier for the object's health. So 200HP & mAllLifeRatio of 4 = is 800HP. Used in the Beady 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 || Artic Variant || <code>"mWhite"</code> || <code>{<Boolean>}</code> || Changes the object into the snow variant. Used in the Beady Long Legs bosses.
 
|-
 
|-
|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 || Already on land || <code>"mLand"</code> || <code>{<Boolean>}</code> || Changes if the object is hiding before the fight. Used in the Beady 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.
+
|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 in the Beady 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 || Health Ratio || <code>"mLifeRatio"</code> || <code>{<Float>}</code> || 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 || ??? || <code>"mBreakFlag"</code> || <code>{0}</code> || Unknown
 
|16 || ??? || <code>"mBreakFlag"</code> || <code>{0}</code> || Unknown
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|16 || ??? || <code>"mRotYDeg"</code> || <code>{<Float>}</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.
+
|17 || Pikmin/Captain ID || <code>"mColor"</code> || <code><Integer></code> || 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 || <code>"mSwallowMax"</code> || <code><Integer></code> || Used by Candypop Buds to decide when the flower wilts away.
+
|18 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used in Pongashi/Candypop buds to decide when the flower wilts away.
 
|}
 
|}
  
=== Save options ===
+
;Save options
 +
;
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Name || Value || Notes
+
! Name || Value || Use/Notes
 
|-
 
|-
 
| <code># flag</code> || <code>1</code> || Unknown
 
| <code># flag</code> || <code>1</code> || Unknown
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|}
 
|}
  
=== Drop options ===
+
;Drop options
 +
;
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Name || Value || Notes
+
! Name || Value || Use/Notes
 
|-
 
|-
 
| ??? || <code>4</code> || Unknown
 
| ??? || <code>4</code> || Unknown
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== Obstacles ==
 
== Obstacles ==
=== Bridge fragment pile ===
+
;Bridge piece station
 +
:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Readable name || Identifier || value || Notes
 
! Readable name || Identifier || value || Notes
 
|-
 
|-
| Bridge fragment pile type || <code>-</code> || (Identifier) ||  
+
| Bridge piece station type || <code>-</code> || (Identifier) ||  
 
|-
 
|-
 
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown
 
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown
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| Rotation || <code>"mPosture"</code> || <code><float> <float> <float></code> || Sets X, Y, and Z rotation of the spawned object.
 
| 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.
+
| Initial pieces || <code>"mNendoNum"</code> || <code>10</code> || How many pieces are in the pile upon generation
 
|-
 
|-
 
| ??? || <code>"mSaveNum2"</code> || <code>1</code> || Unknown
 
| ??? || <code>"mSaveNum2"</code> || <code>1</code> || Unknown
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| ??? || <code>"mWorkRatio"</code> || <code>0.0</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.
+
| 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.}}
 
{{todo|Complete the list of materials for the ramp.}}
  
=== Bridge ===
+
;Bridge
 +
:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Readable name || Generator name || value || Notes
 
! Readable name || Generator name || value || Notes
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| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 
| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 
|-
 
|-
| Drops || <code>"mDrop" || Chart above || Items that the object spawns upon death.
+
| 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.
+
| 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>"mDead"</code> || <code>0</code> || Unknown
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| Ramp || <code>"mBase"</code> || <code><Boolean></code> || Dictates if the bridge will have the little dirt ramp.  
 
| 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".
+
| 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.
+
| 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 long bridges || <code>"mStopperB"</code> || <code>0</code> || Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification)
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|}
 
|}
  
=== Fruit branch options ===
+
;Fruit Branch Options
 +
;
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Readable Name || Identifier || Status
 
! Readable Name || Identifier || Status
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| Apricot || apricot || Perfect
 
| Apricot || apricot || Perfect
 
|-
 
|-
| Avocado || avocado || Works fine, but isn't aligned to the branch.
+
| Avocado || avocado || Works fine, but isn't aligned on the branch.
 
|-
 
|-
| Marble || b_dama || Works fine, but isn't aligned to the branch.
+
| Marble || b_dama || Works fine, but isn't aligned on the branch.
 
|-
 
|-
 
| Banana || canana || Not at all
 
| Banana || canana || Not at all
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| Chance Time marble || chance_dama || Untested
 
| Chance Time marble || chance_dama || Untested
 
|-
 
|-
| Cherry || cherry || Works fine, but isn't aligned to the branch.
+
| Cherry || cherry || Works fine, but isn't aligned on the branch.
 
|-
 
|-
 
| Dekopon || dekopon || Perfect
 
| Dekopon || dekopon || Perfect
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| Fig || fig || Perfect
 
| Fig || fig || Perfect
 
|-
 
|-
| Grapefruit || gfruit || Works fine, but isn't aligned to the branch.
+
| Grapefruit || gfruit || Works fine, but isn't aligned on the branch.
 
|-
 
|-
| Cherry || ghold_cherry || Works fine, but isn't aligned to the branch.
+
| Cherry || ghold_cherry || Works fine, but isn't aligned on the branch.
 
|-
 
|-
| Gold Strawberry || gold_ichigo || Works fine, but isn't aligned to the branch.
+
| Gold Strawberry || gold_ichigo || Works fine, but isn't aligned on the branch.
 
|-
 
|-
 
| Purple grapes || grape || Crash
 
| Purple grapes || grape || Crash
 
|-
 
|-
| Purple grape || grape_carry || Doesn't load.
+
| Purple grape || grape_carry || Dosen't load.
 
|-
 
|-
 
| Kiwi || kiwi || Perfect
 
| Kiwi || kiwi || Perfect
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| Mangosteen || mangosteen || Not at all
 
| Mangosteen || mangosteen || Not at all
 
|-
 
|-
| Japanese melon || melon || Works fine, but isn't aligned to the branch.
+
| Japanese melon || melon || Works fine, but isn't aligned on the branch.
 
|-
 
|-
 
| Orange || mikan/orange || Untested
 
| Orange || mikan/orange || Untested
 
|-
 
|-
| Green Grapes || muscat || Crashes
+
| Green Grapes || muscat || Crash
 
|-
 
|-
 
| Green Grape || muscat_carry || Not at all
 
| Green Grape || muscat_carry || Not at all
Line 265: Line 271:
 
| Asian Pear || nashi || Perfect.
 
| Asian Pear || nashi || Perfect.
 
|-
 
|-
| Papaya || papaya  || Works fine, but isn't aligned to the branch.
+
| Papaya || papaya  || Works fine, but isn't aligned on the branch.
 
|-
 
|-
| Peach || peach || Works fine, but isn't aligned to the branch.
+
| Peach || peach || Works fine, but isn't aligned on the branch.
 
|-
 
|-
 
| Pear || pear || Perfect
 
| Pear || pear || Perfect
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|}
 
|}
  
=== Enemy values ===
+
;Enemy Values
 +
;
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Game name || Identifier || Weight || Max carriers || Seeds || Value (Pokos/souls) || HP || Regen?
+
! Game Name || Identifier || Weight || Max Carriers || Seeds || Value (Gold/Souls) || HP  
 +
|| Regen?
 
|-
 
|-
| Calcified Crushblat || CrystalFrog || 12 || 25 || 20 || 70/70 || 1000 || ??
+
| Calcified Crushblat || CrystalFrog || 12 || 25 || 20 || 70 70 || 1000 || ??
 
|-
 
|-
| Puckering Blinnow || Tobiuo || 1 || 2 || 2 || 15/15 || 74 || No
+
| Puckering Blinnow || Tobiuo || 1 || 2 || 2 || 15 15 || 74 || No
 
|-
 
|-
| Female Sheargrub || UjinkoA || ? || ? || ? || ??/?? || 45 || ??
+
| Female Sheargrub || UjinkoA || ? || ? || ? || ?? ?? || 45 || ??
 
|-
 
|-
| Male Sheargrub || UjinkoB || ? || ? || ? || ??/?? || 45 || ??
+
| Male Sheargrub || UjinkoB || ? || ? || ? || ?? ?? || 45 || ??
 
|-
 
|-
| Swarming Sheargrub || UjinkoC || 1 || 1 || 1 || 5/5 || 45 ||  
+
| Swarming Sheargrub || UjinkoC || 1 || 1 || 1 || 5 5 || 45 ||  
 
|-
 
|-
| Pyroclasmic Slooch || Kajiokoshi || 3 || 6 || 4 || 20/20 || 300 || ??
+
| Pyroclasmic Slooch || Kajiokoshi || 3 || 6 || 4 || 20 20 || 300 || ??
 
|-
 
|-
| Skitter Leaf || Hambo || ? || ? || ? || ??/?? || 45 || ??
+
| Skitter Leaf || Hambo || ? || ? || ? || ?? ?? || 45 || ??
 
|-
 
|-
| Yellow Wollywog || Frog || 5 || 10 || 8 || 30/30 || 900 || No
+
| Yellow Wollywog || Frog || 5 || 10 || 8 || 30 30 || 900 || No
 
|-
 
|-
 
| Peckish Aristocrab || Kanitama || 8 || 16 || 15 || 100/100 || 1500 || ??
 
| Peckish Aristocrab || Kanitama || 8 || 16 || 15 || 100/100 || 1500 || ??

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