Template:P2 enemy technical: Difference between revisions

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(Explained the attack damage property.)
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{{p2 enemy property | fp23 | 攻撃ヒット角度 | Unknown (attack hit angle?) | {{{fp23}}} }}
{{p2 enemy property | fp23 | 攻撃ヒット角度 | Unknown (attack hit angle?) | {{{fp23}}} }}
|-
|-
{{p2 enemy property | fp24 | 攻撃力 | Unknown (attack power?) | {{{fp24}}} }}
{{p2 enemy property | fp24 | 攻撃力 | Attack damage | {{tt|{{{fp24}}}|The leader loses X% of his health with the Metal Suit Z, and X*2% without.}} }}
|-
|-
{{p2 enemy property | fp25 | 視界高 | Unknown (height visibility?) | {{{fp25}}} }}
{{p2 enemy property | fp25 | 視界高 | Unknown (height visibility?) | {{{fp25}}} }}

Revision as of 14:15, September 13, 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.

Skeleton

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