Template:Sublevel technical: Difference between revisions

From Pikipedia, the Pikmin wiki
Jump to navigation Jump to search
m (There's no other place to put the internal cave name in.)
(Since gates in caves are always bramble gates, linked to bramble gate instead of gate.)
 
(35 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{|class = "wikitable collapsible collapsed" style="min-width: 400px;"
{|class = "wikitable mw-collapsible mw-collapsed technicaltable"
! colspan = 6 | Technical information
! colspan = 6 | {{tt|Technical sublevel information|These values come directly from the game files.}}
|-
|-
! colspan = 3 | Internal cave name
! colspan = 3 style = "width: 288px;" | Internal cave name
| colspan = 3 | {{{cave}}}
| colspan = 3 style = "width: 288px;" | {{{cave}}}
|-
|-
! colspan = 3 | Enemy maximum
! colspan = 3 | "Main" object maximum <span style="font-size: 80%">{{tt|(?)|Typically, the 'main' category of objects contains enemies and vegetation. Comment in the game files: {f002}, 敵最大数}}</span>
| colspan = 3 | {{{enemymax}}}
| colspan = 3 | {{{enemymax}}}
|-
|-
! colspan = 3 | Item maximum
! colspan = 3 | "Treasure" object maximum <span style="font-size: 80%">{{tt|(?)|Comment in the game files: {f003}, アイテム最大数}}</span>
| colspan = 3 | {{{itemmax}}}
| colspan = 3 | {{{itemmax}}}
|-
|-
! colspan = 3 | [[Gate]] maximum
! colspan = 3 | "[[Bramble gate|Gate]]" object maximum <span style="font-size: 80%">{{tt|(?)|Comment in the game files: {f004}, ゲート最大数}}</span>
| colspan = 3 | {{{gatemax}}}
| colspan = 3 | {{{gatemax}}}
|-
|-
! colspan = 3 | Dead end [[Cave units|unit]] maximum
! colspan = 3 | Dead end [[Cave units|unit]] probability <span style="font-size: 80%">{{tt|(?)|0 to 100 probability of a cave unit's exit leading to a dead end. Comment in the game files: {f014}, キャップ最大数}}</span>
| colspan = 3 | {{{capmax}}}
| colspan = 3 | {{{capmax}}}
|-
|-
! colspan = 3 | Number of rooms
! colspan = 3 | Number of rooms <span style="font-size: 80%">{{tt|(?)|In 2-Player Battle mode, this property is only used when the game generates a random layout. Comment in the game files: {f005}, ルーム数}}</span>
| colspan = 3 | {{{rooms}}}
| colspan = 3 | {{{rooms}}}
|-
|-
! colspan = 3 | Escape [[geyser]]
! colspan = 3 | Corridor-to-room ratio <span style="font-size: 80%">{{tt|(?)|Comment in the game files: {f006}, ルートの割合}}</span>
| colspan = 3 | {{{ctrratio}}}
|-
! colspan = 3 | Escape [[geyser]] <span style="font-size: 80%">{{tt|(?)|2=Comment in the game files: {f007}, 帰還噴水(1=あり)}}</span>
| colspan = 3 | {{{geyser}}}
| colspan = 3 | {{{geyser}}}
|-
|-
! colspan = 3 | Unit file
! colspan = 3 | [[Clog]]ged hole <span style="font-size: 80%">{{tt|(?)|2=Comment in the game files: {f010}, 階段を壊す岩で隠す(0=オフ 1=オン)}}</span>
| colspan = 3 | {{{clog}}}
|-
! colspan = 3 | Cave units file <span style="font-size: 80%">{{tt|(?)|In 2-Player Battle mode, this property is only used when the game generates a random layout. Comment in the game files: {f008}, 使用ユニット}}</span>
| colspan = 3 | {{{unitfile}}}
| colspan = 3 | {{{unitfile}}}
|-
|-
! colspan = 3 | Light file
! colspan = 3 | Lighting file <span style="font-size: 80%">{{tt|(?)|Comment in the game files: {f009}, 使用ライト}}</span>
| colspan = 3 | {{{lightfile}}}
| colspan = 3 | {{{lightfile}}}
|-
|-
! colspan = 3 | Background
! colspan = 3 | Background <span style="font-size: 80%">{{tt|(?)|Comment in the game files: {f00A}, VRBOX}}</span>
| colspan = 3 | {{{bg}}}
| colspan = 3 | {{#if:{{{bg|}}}|<code>{{{bg}}}</code> ({{#switch:{{{bg}}}|vrbox|f010=none|#default=[[File:P2 VRBOX {{{bg}}}.png|x24px]] {{#switch:{{{bg}}}|ice=icy cavern|test=cavern|build=steel|hiroba=garden|flooring=wooden floor|tatami=carpet}}}}) | ''None''}}
|-
! colspan = 6 | [[Cave unit]]s {{#if:{{{2p|}}} | {{tt|(?)|In 2-Player Battle mode, caves can either use static patterns, picked and organized by a static list of units, or they can be created randomly by picking and aligning these units at random (like other caves in the game). Each stage has a different chance for what mode to pick.}} | {{tt|(?)|The floor is made up of the following units, organized and picked at random. Units with bold names are considered 'rooms'.}} }}
|-
|-
! colspan = 3 | [[Clog]]ged hole
{{{units|}}}
| colspan = 3 | {{{clog}}}
|}<noinclude>
 
===Info===
Used to describe the technical aspects of a [[cave]]'s sublevel. This data can be found in <code>/user/Mukki/mapunits/caveinfo</code>.
 
==Parameters==
{| class = "wikitable"
! Parameter || Mandatory || Default || Detailed description
|-
! 2p
| No ||  || If it's a 2-Player Battle cave, give this a value, like "y".
|-
! cave
| '''Yes''' ||  || Internal name of the cave it's on.
|-
! enemymax
| '''Yes''' ||  || Maximum number of "main" category objects. This is property <code>{f002}</code> (敵最大数).
|-
! itemmax
| '''Yes''' ||  || Maximum number of "treasure" category objects. This is property <code>{f003}</code> (アイテム最大数).
|-
! gatemax
| '''Yes''' ||  || Maximum number of "gate" category objects. This is property <code>{f004}</code> (ゲート最大数).
|-
! capmax
| '''Yes''' ||  || Dead end unit probability. This is property <code>{f014}</code> (キャップ最大数).
|-
! rooms
| '''Yes''' ||  || Number of rooms. This is property <code>{f005}</code> (ルーム数).
|-
! ctrratio
| '''Yes''' ||  || Ratio between number of corridors and number of rooms. This is property <code>{f006}</code> (ルートの割合).
|-
! geyser
| '''Yes''' ||  || Does it have an escape geyser? Write "Yes" or "No". This is property <code>{f007}</code> (帰還噴水(1=あり)).
|-
! unitfile
| '''Yes''' ||  || Unit definition file, with the ".txt" included. This is property <code>{f008}</code> (使用ユニット).
|-
! lightfile
| '''Yes''' ||  || Lighting definition file, with the ".ini" included. This is property <code>{f009}</code> (使用ライト).
|-
! bg
| No ||  || Background model file. If none, omit it. This is property <code>{f00A}</code> (VRBOX).
|-
|-
! colspan = 3 | Hidden floor (??? 隠し床)
! clog
| colspan = 3 | {{{hiddenfloor}}}
| '''Yes''' || || Is the next sublevel's hole clogged? Write "Yes" or "No". This is property <code>{f010}</code> (階段を壊す岩で隠す(0=オフ 1=オン)).
|-
|-
! colspan = 6 | [[Cave units]] {{tt|(?)|The floor is made up of the following units. Units with bold names are mandatory.}}
! hiddenfloor
| '''Yes''' ||  || Hidden floor? This property is not shown on the table. This is property <code>{f013}</code> (隠し床).
|-
|-
{{{units|}}}
! units
| '''Yes''' ||  || List of cave units. Use {{tem|sublevel units}} for this.
|}
|}
<noinclude>
Used to describe the technical aspects of a [[cave]]'s [[sublevel]].


===Use===
==Skeleton==
This template includes two templates for {{tem|sublevel units}} in the correct place.
<pre>
<pre>
{{sublevel technical
{{sublevel technical
|cave        = Internal cave name file
|2p          =
|enemymax    = Maximum number of enemies ({f002}, 敵最大数)
|cave        =  
|itemmax    = Maximum number of items ({f003}, アイテム最大数)
|enemymax    =  
|gatemax    = Maximum number of gates ({f004}, ゲート最大数)
|itemmax    =  
|capmax      = Maximum number of dead ends/caps ({f014}, キャップ最大数)
|gatemax    =  
|rooms      = Number of rooms ({f005}, ルーム数)
|capmax      =  
|geyser      = Does it have an escape geyser? ({f007}, 帰還噴水(1=あり))
|rooms      =  
|unitfile    = Unit definition file ({f008}, 使用ユニット)
|ctrratio    =
|lightfile  = Lighting definition file ({f009}, 使用ライト)
|geyser      =  
|bg          = Background model file ({f00A}, VRBOX)
|unitfile    =  
|clog        = Is the next sublevel's hole clogged? ({f010}, 階段を壊す岩で隠す(0=オフ 1=オン))
|lightfile  =  
|hiddenfloor = {f013}, 隠し床
|bg          =  
|units      = List of cave units. Use {{{sublevel units}}} for this.
|clog        =  
|hiddenfloor =  
|units      =  
{{sublevel units
||
||
||
||
||
||
}}
{{sublevel units
||
||
||
||
||
||
}}
}}
}}
</pre>
</pre>


[[Category:Infobox templates]]
[[Category:Information tables]]</noinclude>
</noinclude>

Latest revision as of 22:35, October 21, 2023

Technical sublevel information
Internal cave name {{{cave}}}
"Main" object maximum (?) {{{enemymax}}}
"Treasure" object maximum (?) {{{itemmax}}}
"Gate" object maximum (?) {{{gatemax}}}
Dead end unit probability (?) {{{capmax}}}
Number of rooms (?) {{{rooms}}}
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) {{{geyser}}}
Clogged hole (?) {{{clog}}}
Cave units file (?) {{{unitfile}}}
Lighting file (?) {{{lightfile}}}
Background (?) None
Cave units (?)

Info

Used to describe the technical aspects of a cave's sublevel. This data can be found in /user/Mukki/mapunits/caveinfo.

Parameters

Parameter Mandatory Default Detailed description
2p No If it's a 2-Player Battle cave, give this a value, like "y".
cave Yes Internal name of the cave it's on.
enemymax Yes Maximum number of "main" category objects. This is property {f002} (敵最大数).
itemmax Yes Maximum number of "treasure" category objects. This is property {f003} (アイテム最大数).
gatemax Yes Maximum number of "gate" category objects. This is property {f004} (ゲート最大数).
capmax Yes Dead end unit probability. This is property {f014} (キャップ最大数).
rooms Yes Number of rooms. This is property {f005} (ルーム数).
ctrratio Yes Ratio between number of corridors and number of rooms. This is property {f006} (ルートの割合).
geyser Yes Does it have an escape geyser? Write "Yes" or "No". This is property {f007} (帰還噴水(1=あり)).
unitfile Yes Unit definition file, with the ".txt" included. This is property {f008} (使用ユニット).
lightfile Yes Lighting definition file, with the ".ini" included. This is property {f009} (使用ライト).
bg No Background model file. If none, omit it. This is property {f00A} (VRBOX).
clog Yes Is the next sublevel's hole clogged? Write "Yes" or "No". This is property {f010} (階段を壊す岩で隠す(0=オフ 1=オン)).
hiddenfloor Yes Hidden floor? This property is not shown on the table. This is property {f013} (隠し床).
units Yes List of cave units. Use {{sublevel units}} for this.

Skeleton

This template includes two templates for {{sublevel units}} in the correct place.

{{sublevel technical
|2p          = 
|cave        = 
|enemymax    = 
|itemmax     = 
|gatemax     = 
|capmax      = 
|rooms       = 
|ctrratio    = 
|geyser      = 
|unitfile    = 
|lightfile   = 
|bg          = 
|clog        = 
|hiddenfloor = 
|units       = 
 {{sublevel units
 ||
 ||
 ||
 ||
 ||
 ||
 }}
 {{sublevel units
 ||
 ||
 ||
 ||
 ||
 ||
 }}
}}