Template:P2 enemy technical: Difference between revisions

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(Explained the ip* fields. Thanks Nubtub!)
(Correction, it's the Pikmin number ''or fewer''.)
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{{p2 enemy property | fp38 | 地震気絶時間 | Purple Pikmin stun {{tt|time|In seconds.}} | {{{fp38}}} }}
{{p2 enemy property | fp38 | 地震気絶時間 | Purple Pikmin stun {{tt|time|In seconds.}} | {{{fp38}}} }}
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{{p2 enemy property | ip01 | 振り払い打撃A | {{tt|Shake mode 1 – hit count|The enemy will shake after being hit these many times, but only if 'ip02' Pikmin are latched on. Otherwise, it tries shake mode 2.}} | {{{ip01}}} }}
{{p2 enemy property | ip01 | 振り払い打撃A | {{tt|Shake mode 1 – hit count|The enemy will shake after being hit these many times, but only if 'ip02' Pikmin or fewer are latched on. Otherwise, it tries shake mode 2.}} | {{{ip01}}} }}
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{{p2 enemy property | ip02 | 振り払い張付1 | {{tt|Shake mode 1 – Pikmin requirement|If these many Pikmin are latched on, then the enemy will shake after being hit 'ip01' times. Otherwise, it tries shake mode 2.}} | {{{ip02}}} }}
{{p2 enemy property | ip02 | 振り払い張付1 | {{tt|Shake mode 1 – Pikmin requirement|If these many Pikmin or fewer are latched on, then the enemy will shake after being hit 'ip01' times. Otherwise, it tries shake mode 2.}} | {{{ip02}}} }}
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{{p2 enemy property | ip03 | 振り払い打撃B | {{tt|Shake mode 2 – hit count|The enemy will shake after being hit these many times, but only if 'ip04' Pikmin are latched on. Otherwise, it tries shake mode 3.}} | {{{ip03}}} }}
{{p2 enemy property | ip03 | 振り払い打撃B | {{tt|Shake mode 2 – hit count|The enemy will shake after being hit these many times, but only if 'ip04' Pikmin or fewer are latched on. Otherwise, it tries shake mode 3.}} | {{{ip03}}} }}
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{{p2 enemy property | ip04 | 振り払い張付2 | {{tt|Shake mode 2 – Pikmin requirement|If these many Pikmin are latched on, then the enemy will shake after being hit 'ip03' times. Otherwise, it tries shake mode 3.}} | {{{ip04}}} }}
{{p2 enemy property | ip04 | 振り払い張付2 | {{tt|Shake mode 2 – Pikmin requirement|If these many Pikmin or fewer are latched on, then the enemy will shake after being hit 'ip03' times. Otherwise, it tries shake mode 3.}} | {{{ip04}}} }}
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{{p2 enemy property | ip05 | 振り払い打撃C | {{tt|Shake mode 3 – hit count|The enemy will shake after being hit these many times, but only if 'ip06' Pikmin are latched on. Otherwise, it uses shake mode 4.}} | {{{ip05}}} }}
{{p2 enemy property | ip05 | 振り払い打撃C | {{tt|Shake mode 3 – hit count|The enemy will shake after being hit these many times, but only if 'ip06' Pikmin or fewer are latched on. Otherwise, it uses shake mode 4.}} | {{{ip05}}} }}
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{{p2 enemy property | ip06 | 振り払い張付3 | {{tt|Shake mode 3 – Pikmin requirement|If these many Pikmin are latched on, then the enemy will shake after being hit 'ip05' times. Otherwise, it uses shake mode 4.}} | {{{ip06}}} }}
{{p2 enemy property | ip06 | 振り払い張付3 | {{tt|Shake mode 3 – Pikmin requirement|If these many Pikmin or fewer are latched on, then the enemy will shake after being hit 'ip05' times. Otherwise, it uses shake mode 4.}} | {{{ip06}}} }}
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{{p2 enemy property | ip07 | 振り払い打撃D | {{tt|Shake mode 4 – hit count|The enemy will shake after being hit these many times, but only if it can't use one of the other shake modes.}} | {{{ip07}}} }}
{{p2 enemy property | ip07 | 振り払い打撃D | {{tt|Shake mode 4 – hit count|The enemy will shake after being hit these many times, but only if it can't use one of the other shake modes.}} | {{{ip07}}} }}

Revision as of 05:43, August 2, 2022

Pikmin 2 technical information (?)
Internal name {{{name}}}
Global properties (List)
ID Japanese comment Property Value
s000 friction(not used) Friction {{{s000}}}
s001 wallReflection Unknown (wall bounce speed multiplier?) {{{s001}}}
s002 faceDirAdjust Unknown {{{s002}}}
s003 accel Acceleration {{{s003}}}
s004 bounceFactor Unknown (bounce when it hits the ground?) {{{s004}}}
fp00 ライフ HP {{{fp00}}}
fp01 マップとの当り Unknown (related to slopes) {{{fp01}}}
fp02 ダメージスケールXZ Horizontal damage scale {{{fp02}}}
fp03 ダメージスケールY Vertical damage scale {{{fp03}}}
fp04 ダメージフレーム Damage scale duration {{{fp04}}}
fp05 質量 Unknown (weight?) {{{fp05}}}
fp06 速度 Move speed {{{fp06}}}
fp08 回転速度率 Rotation acceleration {{{fp08}}}
fp09 テリトリー Territory radius {{{fp09}}}
fp10 ホーム範囲 "Home" radius {{{fp10}}}
fp11 プライベート距離 "Private" radius {{{fp11}}}
fp12 視界距離 Sight radius {{{fp12}}}
fp13 視界角度 FOV {{{fp13}}}
fp14 探索距離 Unknown (exploration radius?) {{{fp14}}}
fp15 探索角度 Unknown (exploration angle?) {{{fp15}}}
fp16 振り払い率 Unknown (shake rate?) {{{fp16}}}
fp17 振り払い力 Shake knockback {{{fp17}}}
fp18 振り払いダメージ Shake damage {{{fp18}}}
fp19 振り払い範囲 Shake range {{{fp19}}}
fp20 攻撃可能範囲 Unknown (shock attack max range?) {{{fp20}}}
fp21 攻撃可能角度 Unknown (shock attack max angle?) {{{fp21}}}
fp22 攻撃ヒット範囲 Unknown (attack hit range?) {{{fp22}}}
fp23 攻撃ヒット角度 Unknown (attack hit angle?) {{{fp23}}}
fp24 攻撃力 Attack damage {{{fp24}}}
fp25 視界高 Unknown (height visibility?) {{{fp25}}}
fp26 探索高 Unknown (exploration height?) {{{fp26}}}
fp27 ライフの高さ HP wheel height {{{fp27}}}
fp28 回転最大速度 Rotation speed {{{fp28}}}
fp29 警戒時間 Unknown (warning time?) {{{fp29}}}
fp30 警戒ライフ Unknown {{{fp30}}}
fp31 ライフ回復率 Regeneration rate {{{fp31}}}
fp32 LOD半径 Off-camera radius {{{fp32}}}
fp33 マップとのあたりポリゴンの選定 Collision processing radius {{{fp33}}}
fp34 ピクミンとのあたり Pikmin damage radius {{{fp34}}}
fp35 石化時間 Petrification duration {{{fp35}}}
fp36 ヒップドロップダメージ Purple Pikmin drop damage {{{fp36}}}
fp37 地震気絶確立 Purple Pikmin stun chance {{{fp37}}}
fp38 地震気絶時間 Purple Pikmin stun time {{{fp38}}}
ip01 振り払い打撃A Shake mode 1 – hit count {{{ip01}}}
ip02 振り払い張付1 Shake mode 1 – Pikmin requirement {{{ip02}}}
ip03 振り払い打撃B Shake mode 2 – hit count {{{ip03}}}
ip04 振り払い張付2 Shake mode 2 – Pikmin requirement {{{ip04}}}
ip05 振り払い打撃C Shake mode 3 – hit count {{{ip05}}}
ip06 振り払い張付3 Shake mode 3 – Pikmin requirement {{{ip06}}}
ip07 振り払い打撃D Shake mode 4 – hit count {{{ip07}}}
Specific properties
None

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 = 
}}