Difference between revisions of "GameobjectParam"

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== Basic Info ==
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== Basic Information ==
 
;Terminology
 
;Terminology
 
:
 
:
 
''Generator name'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code>
 
''Generator name'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code>
  
 +
''Object''/''Gameobject'' = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect.
  
;The following example is a single Dwarf Bulborb that has double health, and drops between three and ten raspberries upon death. While it is currently unknown what order the parameters ''have'' to be in, as the saying goes "If it ain't broke, don't fix it",
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''Float'' = A number ''with'' decimal points. (e.g. 1.5)
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''Integer'' A number ''without'' a decimal. (e.g. 1)
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;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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"" "" ""
 
"" "" ""
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{"mPos"<0.00000000> <0.00000000> <0.00000000>}
 
{"mPos"<0.00000000> <0.00000000> <0.00000000>}
  
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== Enemies ==
 
== Enemies ==
* [https://pikmintkb.com/wiki/Pikmin_3_identifiers] - Enemies by Generator name.
 
* [https://www.pikminwiki.com/Enemy#In_Pikmin_3] - Enemies by Picture/In game name.
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Location || Readable name || Generator name || Notes
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! Location || Readable name || Generator name || Value || Notes
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|-
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|01 || Creature || - || <code>"<Generator name>"</code> || * [https://pikmintkb.com/wiki/Pikmin_3_identifiers] - Enemies by Generator name. * [https://www.pikminwiki.com/Enemy#In_Pikmin_3] - Enemies by Picture/In game name.
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|-
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|02 || ??? || - || Usually 0005 or 0007 || Unknown
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|-
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|03 || ??? || # Face ID || 0 || Unknown
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|-
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|04 || ??? || # Face Message Table || 0 || Unknown
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|-
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|05 || Position || <code>"mPos"</code> || <code>"<float float float>"</code> || Location in 3D space.
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|-
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|06 || Scale || <code>"mBaseScale"</code> || <code>"<float>"</code> || Exact use unknown, as testing has shown many objects ignore changes to this value.
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|-
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|07 || Rotation || <code>"mPosture"</code> || <code>"<float float float>"</code> || Sets X, Y, and Z rotation of the spawned object.
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|-
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|08 || Saving || <code>"mSaveOption" || <code> </code> || Exact use is unknown. Table below for recording it's values.
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|-
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|?? || Health || <code>"mMaxLife"</code> || <code>{<Float>}</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000.
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|-
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|?? || 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
 +
|-
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|?? || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code>{<Integer>}</code> || Used in Pongashi/Candypop buds to decide when the flower wilts away.
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|}
 +
 
 +
;Save Options
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;
 +
{| class="wikitable sortable"
 +
! Name || Value || Use/Notes
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|-
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| <code># flag</code> || 1 || Unknown
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|-
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| <code># birthday</code> || 0 || Unknown
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|-
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| <code># deadday</code> || 0 || Unknown
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|-
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| <code># interval</code> || 1 || Unknown
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|-
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| <code># expireday</code> || 0 || Unknown
 +
|-
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| <code># curr num</code> || 1 || Unknown
 
|-
 
|-
|<code>"mDrop"+1</code> || Health || <code>"mMaxLife" { <Number> }</code> || For reference Bulborbs have 1000 health, and dirt walls have 6000.
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| <code># expire progress</code> || 0 || Unknown
 
|}
 
|}
  

Revision as of 23:16, 2 November 2022


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


Basic Information

Terminology

Generator name = 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)

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

Location Readable name Generator name Value Notes
01 Creature - "<Generator name>" * [1] - Enemies by Generator name. * [2] - Enemies by Picture/In game name.
02 ??? - Usually 0005 or 0007 Unknown
03 ??? # Face ID 0 Unknown
04 ??? # Face Message Table 0 Unknown
05 Position "mPos" "<float float float>" Location in 3D space.
06 Scale "mBaseScale" "<float>" Exact use unknown, as testing has shown many objects ignore changes to this value.
07 Rotation "mPosture" "<float float float>" Sets X, Y, and Z rotation of the spawned object.
08 Saving "mSaveOption" Exact use is unknown. Table below for recording it's values.
?? Health "mMaxLife" {<Float>} For reference Bulborbs have 1000 health, and dirt walls have 6000.
?? 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
?? 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

Objects

In game name Generator Name Notes
NA NA NA