Template:P2 enemy technical: Difference between revisions
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{{p2 enemy property | fp15 | 探索角度 | Unknown (exploration angle?) | {{{fp15}}} }} | {{p2 enemy property | fp15 | 探索角度 | Unknown (exploration angle?) | {{{fp15}}} }} | ||
|- | |- | ||
{{p2 enemy property | fp16 | 振り払い率 | | {{p2 enemy property | fp16 | 振り払い率 | {{tt|Successful shake rate|Chance of a latched Pikmin being successfully knocked off when the enemy shakes. This is always 1 (100%) for enemies that shake.}} | {{{fp16}}} }} | ||
|- | |- | ||
{{p2 enemy property | fp17 | 振り払い力 | Shake knockback | {{{fp17}}} }} | {{p2 enemy property | fp17 | 振り払い力 | Shake knockback | {{{fp17}}} }} | ||
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{{p2 enemy property | fp32 | LOD半径 | {{tt|[[Camera#Off-camera objects|Off-camera]] radius|The distance outside an unseen screen boundary that an enemy can remain spawned and drawn.}} | {{{fp32}}} }} | {{p2 enemy property | fp32 | LOD半径 | {{tt|[[Camera#Off-camera objects|Off-camera]] radius|The distance outside an unseen screen boundary that an enemy can remain spawned and drawn.}} | {{{fp32}}} }} | ||
|- | |- | ||
{{p2 enemy property | fp33 | マップとのあたりポリゴンの選定 | The radius around which the game will process its collision with the | {{p2 enemy property | fp33 | マップとのあたりポリゴンの選定 | {{tt|Collision processing radius|The radius around which the game will process its collision with the environment.}} | {{{fp33}}} }} | ||
|- | |- | ||
{{p2 enemy property | fp34 | ピクミンとのあたり | {{tt|Pikmin damage radius|The only distance at which Pikmin can attack and damage an enemy without latching on.}} | {{{fp34}}} }} | {{p2 enemy property | fp34 | ピクミンとのあたり | {{tt|Pikmin damage radius|The only distance at which Pikmin can attack and damage an enemy without latching on.}} | {{{fp34}}} }} | ||
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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}}} }} | ||
|- | |- | ||
{{p2 enemy property | ip01 | 振り払い打撃A | | {{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}}} }} | ||
|- | |- | ||
{{p2 enemy property | ip02 | 振り払い張付1 | | {{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}}} }} | ||
|- | |- | ||
{{p2 enemy property | ip03 | 振り払い打撃B | | {{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}}} }} | ||
|- | |- | ||
{{p2 enemy property | ip04 | 振り払い張付2 | | {{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}}} }} | ||
|- | |- | ||
{{p2 enemy property | ip05 | 振り払い打撃C | | {{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}}} }} | ||
|- | |- | ||
{{p2 enemy property | ip06 | 振り払い張付3 | | {{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}}} }} | ||
|- | |- | ||
{{p2 enemy property | ip07 | 振り払い打撃D | | {{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}}} }} | ||
|- | |- | ||
! colspan = "4" | Specific properties | ! colspan = "4" | Specific properties | ||
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|- | |- | ||
! spec | ! 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 {{tem|p2 enemy property}}. Remember to include the <code>{{ | | No || || A list of this enemy's specific properties. In the game's text files, this is the bottom section. To fill this, use {{tem|p2 enemy property}}. Remember to include the <code><nowiki>{{!}}-</nowiki></code> between lines. | ||
|} | |} | ||
Latest revision as of 17:12, May 30, 2024
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 | Successful 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 = }}