Template:P2 enemy technical: Difference between revisions

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! colspan = 4 | ''[[Pikmin 2]]'' technical information <span style="font-size: 80%;">{{tt|(?)|These values come directly from the internal game files. In addition, property {fp07} is not included in this list, as it is always absent in the global properties.}}</span>
! colspan = 4 | ''[[Pikmin 2]]'' technical information <span style="font-size: 80%;">{{tt|(?)|These values come directly from the internal game files. In addition, property {fp07} is not included in this list, as it is always absent in the global properties.}}</span>
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Revision as of 07:14, February 12, 2015

Info

This is used to describe the technical aspects of an enemy's data, in Pikmin 2. This data can be found in enemy/parm/enemyParms.szs/data/*/enemyparm.txt.

Parameters

Each enemy has a set of properties, each with an identifier. See the infobox itself for a comprehensive list; each property parameter in the template is named after the property's identifier. In the following table, an asterisk is a wildcard: "s00*" means "s000", "s001", "s002", etc.

Parameter Mandatory Default Detailed description
name Yes The internal name of the creature. This is usually the name of the folder in enemy/parm/enemyParms.szs/data, but special cases can exist.
s00* Yes The properties with an identifier starting with "s00". These go from "s000" to "s004".
fp* Yes Same as above, but starting with "fp". These go from "fp00" to "fp36", and skip "fp07" (no file contains this property).
ip0* Yes Same as above, but starting with "ip0". These go from "ip01" to "ip07".
spec No A list of this enemy's specific properties. In the game's text files, this is the bottom section. To fill this, use {{p2 enemy property}}. Remember to include the {{!}}- between lines.

Template

{{p2 enemy technical
|name = 
|s00* = 
|fp*  = 
|ip0* = 
|spec = 
}}