Difference between revisions of "GameobjectParam"

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;Terminology
 
;Terminology
 
:
 
:
''Generator name'' = Name used by the generator to spawn objects into the map. Used in <code>/romfs/CMCmn/generator/(MapName)</code>
+
''Identifier'' = 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.
 
''Object''/''Gameobject'' = Something that spawns into the map when you load the stage. Creatures, obstacles, plants ect.
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''Integer'' = A number ''without'' a decimal. (e.g. 1)
 
''Integer'' = A number ''without'' a decimal. (e.g. 1)
 +
 +
''Boolean'' = Either "1 or 0" to represent "True or False"
  
  
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== Enemies/Captains/Pikmin ==
 
== Enemies/Captains/Pikmin ==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Order || Readable name || Generator name || Value || Notes
+
! Order || Readable name || Identifier || Value || Notes
 
|-
 
|-
|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.
+
|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 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.
 
|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.
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|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 || 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
+
|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 || 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 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 in the Beady Long Legs bosses.
 +
|-
 +
|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 || Max Pikmin To Convert || <code>"mSwallowMax"</code> || <code><Integer></code> || Used in Pongashi/Candypop buds to decide when the flower wilts away.
+
|16 || ??? || <code>"mForceSplineWalk"</code> || <code>{0}</code> || Unknown
 +
|-
 +
|16 || ??? || <code>"mRotYDeg"</code> || <code>{<Float>}</code> || Unknown
 +
|-
 +
|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 in Pongashi/Candypop buds to decide when the flower wilts away.
 
|}
 
|}
  
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| ??? || <code>1.0</code> || Unknown
 
| ??? || <code>1.0</code> || Unknown
 
|-
 
|-
| Item to drop || <code><Generator name></code> || Item to spawn
+
| Item to drop || <code><Identifier></code> || Item to spawn
 
|-
 
|-
 
| Minimum drop amount || <code>1</code> || Minimum amount of items to spawn
 
| Minimum drop amount || <code>1</code> || Minimum amount of items to spawn
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:
 
:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Readable name || Generator name || value || Notes
+
! Readable name || Identifier || value || Notes
 
|-
 
|-
| Bridge piece station type || <code>-</code> || <Generator name> ||  
+
| 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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! Readable name || Generator name || value || Notes
 
! Readable name || Generator name || value || Notes
 
|-
 
|-
| Bridge type || <code>-</code> || <Generator name> ||  
+
| Bridge type || <code>-</code> || (Identifier) ||  
 
|-
 
|-
 
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown
 
| ??? || - || <code>Usually "0005" or "0007"</code> || Unknown
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| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"  
 
| Tags || - || <code>"" "" ""</code> || "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"  
 
|-
 
|-
| ??? || <code>"mPosAlign"</clone> || <code>0</code> || Unknown
+
| ??? || <code>"mPosAlign"</code> || <code>0</code> || Unknown
 
|-
 
|-
| Number || <code>"mNum"</clone> || <code>1</code> || Amount to spawn, useless in bridges.
+
| Number || <code>"mNum"</code> || <code><Integer></code> || Amount to spawn, useless in bridges.
 
|-
 
|-
 
| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
 
| ??? || <code>"mEmitRadius" || <code>0.0</code> || Unknown
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| 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>
+
| 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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| ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown
 
| ??? || <code>"mWorkRatio"</code> || <code>0.0</code> || Unknown
 
|-
 
|-
| Initial pieces || <code>"mInitNum"</code> || <code>10</code> || How many pieces are in the bridge upon generation
+
| 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.
 
| Destination || <code>"mEndPos"</code> || <code><float> <float> <float></code> || Where the bridge will end.
 
|-
 
|-
| Ramp || <code>"mBase"</code> || <code>1</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"  
+
| 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.
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| 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)
 
| 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> || ???
+
| ??? || <code>"mThrowThrough"</code> || <code>0</code> || Unknown
 
|}
 
|}
  
 
[[Category:File formats]]
 
[[Category:File formats]]
 
[[Category:Pikmin 3]]
 
[[Category:Pikmin 3]]

Revision as of 02:58, 3 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

Identifier = 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)

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"

"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/Captains/Pikmin

Order Readable name Identifier Value Notes
01 Creature - "<Identifier>" * [1] - Enemies by Identifier. * [2] - Enemies by Picture/In game name.
02 Tags - "" "" "" 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 "bridge1" "pile1" "" 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
04 ??? # Face ID 0 Unknown
05 ??? # Face Message Table 0 Unknown
06 Position "mPos" <float float float> Location in 3D space.
07 Scale "mBaseScale" <float> Exact use unknown, as testing has shown many objects ignore changes to this value.
08 Rotation "mPosture" <float float float> Sets X, Y, and Z rotation of the spawned object.
09 Saving "mSaveOption" Chart below Exact use is unknown. Table below for recording it's values.
10 ??? "mPosAlign" 1 Unknown
11 Number "mNum" 1 Amount of the object that spawns.
12 ??? "mEmitRadius" 0.0 Unknown
13 Drops "mDrop" Chart Below Items that the object spawns upon death.
14 Health "mMaxLife" {<Float>} For reference Bulborbs have 1000 health, and dirt walls have 6000.
15 All Health Ratio "mAllLifeRatio" {<Float>} A multiplier for the object's health. So 200HP & mAllLifeRatio of 4 = is 800HP. Used in the Beady Long Legs bosses.
15 Artic Variant "mWhite" {<Boolean>} Changes the object into the snow variant. Used in the Beady Long Legs bosses.
15 Already on land "mLand" {<Boolean>} Changes if the object is hiding before the fight. Used in the Beady Long Legs bosses.
15 Save landed status "mLandSave" {<Boolean>} 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 "mLifeRatio" {<Float>} 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 ??? "mBreakFlag" {0} Unknown
16 ??? "mForceSplineWalk" {0} Unknown
16 ??? "mRotYDeg" {<Float>} Unknown
17 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
18 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
Drop options
Name Value Use/Notes
??? 4 Unknown
??? 1 Unknown
??? 4 Unknown
??? 1.0 Unknown
Item to drop <Identifier> Item to spawn
Minimum drop amount 1 Minimum amount of items to spawn
Max drop amount 2 Maximum amount of items to spawn
??? 0 Unknown
??? 0 Unknown
??? 1 Unknown
??? 1 Unknown
??? 1 Unknown

Obstacles

Bridge piece station
Readable name Identifier value Notes
Bridge piece station type - (Identifier)
??? - Usually "0005" or "0007" Unknown
Tags - "" "" "" "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
Position "mPos" <float> <float> <float> Location in 3D space.
Scale "mBaseScale" <float> Exact use unknown, as testing has shown many objects ignore changes to this value.
Rotation "mPosture" <float> <float> <float> Sets X, Y, and Z rotation of the spawned object.
Initial pieces "mNendoNum" 10 How many pieces are in the pile upon generation
??? "mSaveNum2" 1 Unknown
??? "mWorkRatio" 0.0 Unknown
Bridge color mColor 0 The color of the bridge. Brown is 0, Blue is 6, Red is 9.


To do: Complete the list of materials for the ramp.

Bridge
Readable name Generator name value Notes
Bridge type - (Identifier)
??? - Usually "0005" or "0007" Unknown
Tags - "" "" "" "<This object's tag>" "<Partner's tag>" "<Second partner's tag>"
??? "mPosAlign" 0 Unknown
Number "mNum" <Integer> Amount to spawn, useless in bridges.
??? "mEmitRadius" 0.0 Unknown
Drops "mDrop" Chart above Items that the object spawns upon death.
Cutscene "mDemoIndex" "(demoID)" ID's come from the files within /romfs/CMCmn/demo Leave blank for none.
??? "mDead" 0 Unknown
??? "mWorkRatio" 0.0 Unknown
Initial pieces "mInitNum" <Integer> How many pieces are in the bridge upon generation
Destination "mEndPos" <float> <float> <float> Where the bridge will end.
Ramp "mBase" <Boolean> Dictates if the bridge will have the little dirt ramp.
Ramp Material "mMapMaterialName" <2> <material> Dictates the "little ramp" material. Options include: "A_snowB", "A_ground_00", "A_grdA"
Bridge color "mColor" 0 The color of the bridge. Brown is 0, Blue is 6, Red is 9.
Invisible wall for long bridges "mStopperB" 0 Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification)
Invisible wall for short bridges "mSmallStopper" 0 Prevents you from throwing the Pikmin across the gap without building the bridge. (Needs verification)
??? "mThrowThrough" 0 Unknown