Editing Pikmin 2 area generator file
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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 3ds Max or Yoshi2's Pikmin 2 Gen Editor. In <code># offset</code> are more x y z coordinates that will "offset" or move the entity over more by the amount specified. 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. | + | 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 Yoshi2's Pikmin 2 Gen 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... | ||