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.
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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...
  

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