Editing Pikmin 2 enemy parameters

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===enemyanimmgr.txt===
 
===enemyanimmgr.txt===
 
This is the configuration file that assigns animations(.bca) to entities.
 
This is the configuration file that assigns animations(.bca) to entities.
{{todo|Document the lines.}}
 
  
 
===enemycoll.txt===
 
===enemycoll.txt===
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===enemyanparm.txt===
 
===enemyanparm.txt===
The entity parameters of inside this configuration are most commonly divided into 3 sets of tables: (Properties will vary frequently among entities as some are not relevant for all.)
 
 
===={s00x}====
 
These change the entity's physics interactions within the world. May have interactions with how dead enemies can be sent flying in certain circumstances due to a compression between collisions.
 
 
===={fpxx} and {ip0x}====
 
Mostly used for changing general enemy statistics. These changes include HP, Ai tracking, movespeed, damage hitbox radius, and so much more.
 
  
===={fpxx} (Enemy specific)====
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Note that sometimes properties will not appear to change anything as they may not be relevant to the entity.
These properties affect things that are attributed specifically to the entity.
 
  
====Example Configuration====
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Example File from "/data/houdai/"
Example from <code>\data\houdai\enemyparm.txt</code>; this is the Man-at-Legs' parameters.
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{|class="wikitable sortable mw-collapsible"
{|class="wikitable sortable mw-collapsible"  
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|
|+ class="nowrap" | Configuration Contents "/data/
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<source lang="powershell">
! Configuration Contents
 
<div align="left"><source lang="powershell">
 
 
# Creature::Property
 
# Creature::Property
 
{
 
{
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# EnemyParmsBase
 
# EnemyParmsBase
 
{
 
{
{fp00} 4 2800.000000 # ライフ (life)
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{fp00} 4 2800.000000 # ライフ
{fp27} 4 115.000000 # ライフの高さ (Life height, likely health bar placement)
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{fp27} 4 115.000000 # ライフの高さ
{fp31} 4 0.000000 # ライフ回復率 (Life recovery rate)
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{fp31} 4 0.000000 # ライフ回復率
{fp30} 4 50.000000 # 警戒ライフ (Alert Life)
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{fp30} 4 50.000000 # 警戒ライフ
{fp01} 4 10.000000 # マップとの当り (Hit with a map)
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{fp01} 4 10.000000 # マップとの当り
{fp33} 4 75.000000 # マップとのあたりポリゴンの選定 (Selection of perimeter polygon with map)
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{fp33} 4 75.000000 # マップとのあたりポリゴンの選定
{fp34} 4 20.000000 # ピクミンとのあたり (With Pikmin)
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{fp34} 4 20.000000 # ピクミンとのあたり
{fp32} 4 175.000000 # LOD半径 (LOD radius
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{fp32} 4 175.000000 # LOD半径
{fp02} 4 0.100000 # ダメージスケールXZ (Damage scale XZ)
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{fp02} 4 0.100000 # ダメージスケールXZ
{fp03} 4 0.100000 # ダメージスケールY (Damage scale Y)
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{fp03} 4 0.100000 # ダメージスケールY
{fp04} 4 0.500000 # ダメージフレーム (Damage frame)
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{fp04} 4 0.500000 # ダメージフレーム
{fp05} 4 0.000100 # 質量 (quality)
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{fp05} 4 0.000100 # 質量
{fp06} 4 250.000000 # 速度 (speed)
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{fp06} 4 250.000000 # 速度
{fp08} 4 0.200000 # 回転速度率 (Recovery rate)
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{fp08} 4 0.200000 # 回転速度率
{fp28} 4 60.000000 # 回転最大速度 (Maximum rotation speed)
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{fp28} 4 60.000000 # 回転最大速度
{fp09} 4 800.000000 # テリトリー (territory)
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{fp09} 4 800.000000 # テリトリー
{fp10} 4 75.000000 # ホーム範囲 (Home range)
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{fp10} 4 75.000000 # ホーム範囲
{fp11} 4 70.000000 # プライベート距離 (Private range)
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{fp11} 4 70.000000 # プライベート距離
{fp12} 4 600.000000 # 視界距離 (Visibility distance)
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{fp12} 4 600.000000 # 視界距離
{fp25} 4 50.000000 # 視界高 (High horizon)
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{fp25} 4 50.000000 # 視界高
{fp13} 4 180.000000 # 視界角度 (Horizon angle)
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{fp13} 4 180.000000 # 視界角度
{fp14} 4 800.000000 # 探索距離 (Exploring distance)
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{fp14} 4 800.000000 # 探索距離
{fp26} 4 40.000000 # 探索高 (Exploring high
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{fp26} 4 40.000000 # 探索高
{fp15} 4 7.000000 # 探索角度 (Exploration angle)
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{fp15} 4 7.000000 # 探索角度
{fp17} 4 500.000000 # 振り払い力 (Shake-off power)
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{fp17} 4 500.000000 # 振り払い力
{fp18} 4 0.000000 # 振り払いダメージ (Shake-off damage)
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{fp18} 4 0.000000 # 振り払いダメージ
{fp19} 4 25.000000 # 振り払い範囲 (Shake-off range)
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{fp19} 4 25.000000 # 振り払い範囲
{fp16} 4 1.000000 # 振り払い率 (Shake-off rate)
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{fp16} 4 1.000000 # 振り払い率
{fp20} 4 75.000000 # 攻撃可能範囲 (Attackable range)
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{fp20} 4 75.000000 # 攻撃可能範囲
{fp21} 4 25.000000 # 攻撃可能角度 (Attackable angle)
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{fp21} 4 25.000000 # 攻撃可能角度
{fp22} 4 10.000000 # 攻撃ヒット範囲 (Attack hit range)
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{fp22} 4 10.000000 # 攻撃ヒット範囲
{fp23} 4 0.004000 # 攻撃ヒット角度 (Attack hit angle)
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{fp23} 4 0.004000 # 攻撃ヒット角度
{fp24} 4 10.000000 # 攻撃力 (Attack hit damage towards leaders)
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{fp24} 4 10.000000 # 攻撃力
{fp29} 4 15.000000 # 警戒時間 (Alert time)
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{fp29} 4 15.000000 # 警戒時間
{fp35} 4 1.000000 # 石化時間 (Petrochemical time - Bitter spray effect time)
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{fp35} 4 1.000000 # 石化時間
{fp36} 4 50.000000 # ヒップドロップダメージ (Hip drop damage - Purple Pikmin ground pound damage)
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{fp36} 4 50.000000 # ヒップドロップダメージ
{fp37} 4 0.000000 # (Seismic probability - Purple Pikmin stun chance)
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{fp37} 4 0.000000 # 地震気絶確立
{fp38} 4 5.000000 # 地震気絶時間 (Earthquake stunning time - Purple Pikmin stun time)
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{fp38} 4 5.000000 # 地震気絶時間
{ip01} 4 10 # 振り払い打撃A (Shake-off shot A)
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{ip01} 4 10 # 振り払い打撃A
{ip02} 4 30 # 振り払い張付1 (Shake-off attachment attachment 1)
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{ip02} 4 30 # 振り払い張付1
{ip03} 4 15 # 振り払い打撃B (Shake-off shot B)
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{ip03} 4 15 # 振り払い打撃B
{ip04} 4 37 # 振り払い張付2 (Shake-off attachment attachment 2)
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{ip04} 4 37 # 振り払い張付2
{ip05} 4 25 # 振り払い打撃C (Shake-off shot C)
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{ip05} 4 25 # 振り払い打撃C
{ip06} 4 50 # 振り払い張付3 (Shake-off attachment attachment 3)
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{ip06} 4 50 # 振り払い張付3
{ip07} 4 30 # 振り払い打撃D (Shake-off shot D)
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{ip07} 4 30 # 振り払い打撃D
 
{_eof}  
 
{_eof}  
 
}
 
}
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{_eof}  
 
{_eof}  
 
}
 
}
</source></div>
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</source>
 
|}
 
|}
  
 
===enemystoneinfo.txt===
 
===enemystoneinfo.txt===
  
This file determines how the enemy will look when sprayed with Ultra Bitter Spray. It appears to be based on the bones present within the enemy's model.
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??? More Adjustments for bone joints?

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