GameobjectParam

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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.

Basic information

Terminology

  • Identifier: Name used by the generator to spawn objects into the map. This is what the game uses to load from /romfs/CMCmn/generator/<map name>.
  • 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.

"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, leaders, Pikmin

Properties

Order Readable name Identifier Value Notes
01 Creature - "<Identifier>" Helpful links: enemies by identifier, enemies by picture/in-game name.
02 Tags - "" "" "" 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 "bridge1" "pile1" "" to give itself the tag bridge1 and looks for a partner tagged with pile1. The tags also seem to be arbitrary. So names like BlueRiverBridge or CaliforniaHawaiiBridge work.
03 ??? - Usually "0005" or "0007" Unknown
04 ??? - 0 Unknown. Has the comment # Face ID.
05 ??? - 0 Unknown. Has the comment # Face Message Table.
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" See here Exact use is unknown. The table below in this article holds its values.
10 ??? "mPosAlign" 1 Unknown
11 Number "mNum" 1 Amount of the object that spawns.
12 ??? "mEmitRadius" 0.0 Unknown
13 Drops "mDrop" See here Items that the object spawns upon death. The table below in this article holds its values.
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 and a "mAllLifeRatio" of 4 = 800HP. Used by the Long Legs bosses.
15 Arctic variant "mWhite" {<Boolean>} Changes the object into the snow variant. Used by the Shaggy Long Legs.
15 Already on land "mLand" {<Boolean>} Changes if the object is hiding before the fight. Used by the 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 by the Long Legs bosses.
16 Health ratio "mLifeRatio" {<Float>} 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 ??? "mBreakFlag" {0} Unknown
16 ??? "mForceSplineWalk" {0} Unknown
16 ??? "mRotYDeg" {<Float>} Unknown
17 Pikmin/leader ID "mColor" <Integer> 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 "mSwallowMax" <Integer> Used by Candypop Buds to decide when the flower wilts away.

Save options

Name Value 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 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 fragment pile

Readable name Identifier value Notes
Bridge fragment pile 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 fragments "mNendoNum" 10 How many fragments 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" Exact meaning unknown, but the default is "0005", and "0007" if you want to include the difficulty table.
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

Fruit branch options

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

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 ??