Editing Pikmin 2 area generator file
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− | {{ | + | {{note|This page is under construction.}} |
An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right. | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. These text files must be encoded in Shift-JIS, or at least ASCII. To avoid any issues, use [https://notepad-plus-plus.org/download/v7.5.6.html Notepad++] and check the encoding in the bottom right. | ||
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==Entity== | ==Entity== | ||
− | Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above <code># pos</code> seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself, EXCEPT for <code># reserved</code> which if set to zero, the object will only ever load once, and <code># 復活日数</code> underneath that, which controls how many days it takes to respawn(if set to zero, it will respawn always, even after leaving a cave). The numbers next to <code># pos</code> are the entity's x, y, and z coordinates. To find a point's coordinates in a level use | + | Underneath that in the brackets is the actual entity; in the above example, the Hocotate Ship. Everything above <code># pos</code> seems to be debug info for the original programmers with no effect on the entity(enemy or object) itself, EXCEPT for <code># reserved</code> which if set to zero, the object will only ever load once, and <code># 復活日数</code> underneath that, which controls how many days it takes to respawn(if set to zero, it will respawn always, even after leaving a cave). The numbers next to <code># pos</code> are the entity's x, y, and z coordinates. To find a point's coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. In <code># offset</code> are more x y z coordinates that will "offset" or move the entity over more by the amount specified. This value is not used in-game and is basically redundant. Under that is the Entity's class, for example <code>{item} {0002}</code>. Further still under that in the brackets is the <code># item id</code>. Finally, entities have 3 <code># rotation</code> values, to rotate it a number of degrees on the x, y, or z axis, respectively. To keep an object upright only change the y parameter. Under that lie the Entity's unique parameters. |
There are multiple types of Entities in the Overworld, with differing parameters. These include... | There are multiple types of Entities in the Overworld, with differing parameters. These include... | ||
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# '''"{item} {0002}"''' | # '''"{item} {0002}"''' | ||
− | #* Includes | + | #* Includes Hocotate Ship, the Onions, Caves, Weight Blocks, Paper Bags, Gates, Rock Clogs, Nectar Grass, Nectar Pebble, and Bridges. |
+ | #* Some living things as well, like Burgeoning Spirderwort and the Ujadani. | ||
# '''"{piki} {0001}"''' | # '''"{piki} {0001}"''' | ||
#* Includes the main five types of Pikmin. | #* Includes the main five types of Pikmin. | ||
# '''{teki} {0005}''' | # '''{teki} {0005}''' | ||
− | #* Includes all things in the Piklopedia | + | #* Includes all things in the Piklopedia; that is to say, enemies. |
#* An enemy with a treasure in it is part of this group and has a value of that treasure + 768. | #* An enemy with a treasure in it is part of this group and has a value of that treasure + 768. | ||
# '''{pelt} {0000}''' | # '''{pelt} {0000}''' | ||
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| {rock} (spiderwort mold) || || Mold is actually called <code>{rock}</code> internally. | | {rock} (spiderwort mold) || || Mold is actually called <code>{rock}</code> internally. | ||
|- | |- | ||
− | | {barl} (rock clog) || || When destroyed, a clog will drain any waterbox it's placed inside; the waterbox is not specified here. | + | | {barl} (rock clog) || || When destroyed, a clog will drain any waterbox it's placed inside; the waterbox is not specified here. A clogged cave entrance is simply a <code>{barl}</code> and <code>{cave}</code> at the same coordinates. |
|- | |- | ||
| {plnt} (Burgeoning Spiderwort) || <code>x #実タイプ</code> ||What kind of berries it grows. 0=spicy 1=bitter 2=mixed. | | {plnt} (Burgeoning Spiderwort) || <code>x #実タイプ</code> ||What kind of berries it grows. 0=spicy 1=bitter 2=mixed. | ||
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| {dwfl} (downfloors: weight blocks and paper bags) || <code>x #沈み人数 </code><br><code>x #type </code><br><code>x # 1:seesaw</code><br><code>{XXXX} # id</code> || <code>沈み人数</code>: weight required to press. Only used if <code>1:seesaw</code> is 0. The weight is visible on seesaw blocks but has no effect.<br><code>type</code>: 0=small block, 1=large block, 2=paper bag<br><code>1:seesaw</code>: 0=press permanently, 1=seesaw.<br><code>id</code>: Only used for seesaw blocks. Set 2 blocks to the same ID to pair them. | | {dwfl} (downfloors: weight blocks and paper bags) || <code>x #沈み人数 </code><br><code>x #type </code><br><code>x # 1:seesaw</code><br><code>{XXXX} # id</code> || <code>沈み人数</code>: weight required to press. Only used if <code>1:seesaw</code> is 0. The weight is visible on seesaw blocks but has no effect.<br><code>type</code>: 0=small block, 1=large block, 2=paper bag<br><code>1:seesaw</code>: 0=press permanently, 1=seesaw.<br><code>id</code>: Only used for seesaw blocks. Set 2 blocks to the same ID to pair them. | ||
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|} | |} | ||
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Entities in the Teki category have by far the most complex parameters of all types, and thus have their own section. | Entities in the Teki category have by far the most complex parameters of all types, and thus have their own section. | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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| <code>x # pellet type</code> || Only used with Pellet Posies. Works just like the above <code># Pellet color</code>, except 3 = cycling between colors, and will crash if none of the primary colors are unlocked yet. | | <code>x # pellet type</code> || Only used with Pellet Posies. Works just like the above <code># Pellet color</code>, except 3 = cycling between colors, and will crash if none of the primary colors are unlocked yet. | ||
|- | |- | ||
− | | <code>x # pellet size</code> || Size of pellet it | + | | <code>x # pellet size</code> || Size of pellet it bares; only 1, 5, 10, or 20. |
|- | |- | ||
| <code>x # size</code> || The stage of growth of the Pellet Posy. 0 = Sprout, 1 = Halfway, 2 = Mature. | | <code>x # size</code> || The stage of growth of the Pellet Posy. 0 = Sprout, 1 = Halfway, 2 = Mature. | ||
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{{credits| [[User:UnclePaul894|UnclePaul894]]}} | {{credits| [[User:UnclePaul894|UnclePaul894]]}} | ||
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+ | Note that certain teki will not drop treasures or pellets, even if set to do so. These include fire/electric/poison hazards, bomb rocks, Volatile Dweevils, eggs, Honeywisps, Candypops, Mitites, and Spectralids. (Pellet Posies are functional and can drop treasure/pellets in addition to their normal pellet.) | ||
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+ | Additionally, decorative plants and chiyogami paper can spawn a set of 4 yellow Spectralids when touched, if their pellet color is 0 and pellet size is 1. This is only fully functional for Margaret (ID 77) and red large Figwort (ID 50), but other plants can spawn Spectralids if one of the aforementioned plants is also present and set to spawn Spectralids. | ||
[[Category:Pikmin 2]] | [[Category:Pikmin 2]] | ||
[[Category:File formats]] | [[Category:File formats]] |