Talk:Pikmin 2 enemy properties
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assorted discoveries[edit]
- {s003} "accel" is pretty funny because higher values will make things walk like they're on ice
- {fp29} "warning time" doesn't seem to do anything when changed, but the values are different for each enemy so it could be something completely different that I'm not noticing
- {fp06} only affects the forward movement speed of an object; animations, attacks, etc. are not affected much to my disappointment. on the spider bosses, this determines how far they will move forward in a single four-step cycle (leads to some painful looking leg-bending). on waterwraith, I saw no noticeable difference so its speed is likely determined by its specific parameters then
- parameters {ip01} through {ip07} are related to shaking from what I can tell. one or more of these parameters determines the minimum amount of pikmin that can attach to the enemy before it tries to shake them off; tested on minihoudai (gatling groink) by bumping up all these values to larger numbers; the enemy never shook the pikmin off, presumably because the required minimum to do that was now much higher. there's probably a maximum pikmin value too, to prevent an enemy from recovering if there are too many pikmin attacking (flying blowhogs, snitchbugs, etc.) but this requires more testing
- the spider bosses share the same first six object-specific parameters: {fp01} through {fp05} are related to movement speed, primarily the time in-between footsteps. {fp06} determines how high it will raise its feet. raging long legs has duplicates of these parameters, marked with (s), for its rampage attack, as well as three other (untested) parameters that I suspect may be related to the rampage attack as well. man-at-legs has four parameters most likely related to its shooting timer; {fp10/11} are the maximum/minimum times spent shooting while {fp12/13} are the maximum/minimum times spent seeking a target. example of modified beady long legs --Neini - Talk! - Contributions! 13:16, 7 August 2015 (EDT)