Template:P2 enemy technical: Difference between revisions

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(Adding conversion for the regeneration rate, and noted some other static values.)
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{|class = "wikitable collapsible collapsed" style="min-width: 320px;"
{|class = "wikitable mw-collapsible mw-collapsed technicaltable"
! 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 | {{p2}} 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 = "3" | Internal name
! colspan = "3" | Internal name
| {{{name}}}
| <code>{{{name}}}</code>
|-
|-
! colspan = "4" | Global properties <span style="font-size: 80%;">[[Pikmin 2 enemy properties|(List)]]</span>
! colspan = "4" | Global properties <span style="font-size: 80%;">[[Pikmin 2 enemy properties|(List)]]</span>
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{{p2 enemy property | fp00 | ライフ | [[HP]] | {{{fp00}}} }}
{{p2 enemy property | fp00 | ライフ | [[HP]] | {{{fp00}}} }}
|-
|-
{{p2 enemy property | fp01 | マップとの当り | Unknown | {{{fp01}}} }}
{{p2 enemy property | fp01 | マップとの当り | Unknown (related to slopes) | {{{fp01}}} }}
|-
|-
{{p2 enemy property | fp02 | ダメージスケールXZ | {{tt|Horizontal damage scale|How much the enemy's model stretches horizontally when it receives damage.}} | {{{fp02}}} }}
{{p2 enemy property | fp02 | ダメージスケールXZ | {{tt|Horizontal damage scale|How much the enemy's model stretches horizontally when it receives damage.}} | {{{fp02}}} }}
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{{p2 enemy property | fp03 | ダメージスケールY | {{tt|Vertical damage scale|How much the enemy's model stretches vertically when it receives damage.}} | {{{fp03}}} }}
{{p2 enemy property | fp03 | ダメージスケールY | {{tt|Vertical damage scale|How much the enemy's model stretches vertically when it receives damage.}} | {{{fp03}}} }}
|-
|-
{{p2 enemy property | fp04 | ダメージフレーム | Unknown (damage scale time?) | {{{fp04}}} }}
{{p2 enemy property | fp04 | ダメージフレーム | {{tt|Damage scale duration|How long it takes for the enemy's model to stretch when it receives damage.}} | {{{fp04}}} }}
|-
|-
{{p2 enemy property | fp05 | 質量 | Unknown (weight?) | {{{fp05}}} }}
{{p2 enemy property | fp05 | 質量 | Unknown (weight?) | {{{fp05}}} }}
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{{p2 enemy property | fp06 | 速度 | Move speed | {{{fp06}}} }}
{{p2 enemy property | fp06 | 速度 | Move speed | {{{fp06}}} }}
|-
|-
{{p2 enemy property | fp08 | 回転速度率 | Rotation speed | {{{fp08}}} }}
{{p2 enemy property | fp08 | 回転速度率 | Rotation acceleration | {{{fp08}}} }}
|-
|-
{{p2 enemy property | fp09 | テリトリー | Unknown (territory radius?) | {{{fp09}}} }}
{{p2 enemy property | fp09 | テリトリー | {{tt|Territory radius|The distance from its spawn point an enemy will follow leaders and Pikmin.}} | {{{fp09}}} }}
|-
|-
{{p2 enemy property | fp10 | ホーム範囲 | Unknown (home radius?) | {{{fp10}}} }}
{{p2 enemy property | fp10 | ホーム範囲 | {{tt|"Home" radius|The area in an enemy's territory in which it can go back to its resting state.}} | {{{fp10}}} }}
|-
|-
{{p2 enemy property | fp11 | プライベート距離 | Unknown (private radius?) | {{{fp11}}} }}
{{p2 enemy property | fp11 | プライベート距離 | {{tt|"Private" radius|The area that an enemy can re-notice leaders and Pikmin while returning home.}} | {{{fp11}}} }}
|-
|-
{{p2 enemy property | fp12 | 視界距離 | Unknown (sight radius?) | {{{fp12}}} }}
{{p2 enemy property | fp12 | 視界距離 | Sight radius | {{{fp12}}} }}
|-
|-
{{p2 enemy property | fp13 | 視界角度 | {{tt|FOV|Field of View, in degrees}} | {{{fp13}}} }}
{{p2 enemy property | fp13 | 視界角度 | {{tt|FOV|Field of View, in degrees}} | {{{fp13}}} }}
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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 | Unknown (shake rate?) | {{{fp16}}} }}
{{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 | 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 max 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}}} }}
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{{p2 enemy property | fp26 | 探索高 | Unknown (exploration height?) | {{{fp26}}} }}
{{p2 enemy property | fp26 | 探索高 | Unknown (exploration height?) | {{{fp26}}} }}
|-
|-
{{p2 enemy property | fp27 | ライフの高さ | Unknown (max HP?) | {{{fp27}}} }}
{{p2 enemy property | fp27 | ライフの高さ | [[HUD#Health wheel|HP wheel]] height | {{{fp27}}} }}
|-
|-
{{p2 enemy property | fp28 | 回転最大速度 | Unknown (max rotation speed?) | {{{fp28}}} }}
{{p2 enemy property | fp28 | 回転最大速度 | Rotation speed | {{{fp28}}} }}
|-
|-
{{p2 enemy property | fp29 | 警戒時間 | Unknown (warning time?) | {{{fp29}}} }}
{{p2 enemy property | fp29 | 警戒時間 | Unknown (warning time?) | {{{fp29}}} }}
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{{p2 enemy property | fp30 | 警戒ライフ | Unknown | {{{fp30}}} }}
{{p2 enemy property | fp30 | 警戒ライフ | Unknown | {{{fp30}}} }}
|-
|-
{{p2 enemy property | fp31 | ライフ回復率 | [[HP#Regeneration|Regeneration]] rate | {{tt|{{{fp31}}}|{{#expr:{{{fp00}}}*{{{fp31}}}}} HP per frame. On European systems, the creature regenerates {{#expr:{{{fp00}}}*{{{fp31}}}*25}} HP per second, and can fully heal in {{#expr:{{{fp00}}}/({{{fp00}}}*{{{fp31}}})*25}} seconds. On Japanese and American systems, it regenerates {{#expr:{{{fp00}}}*{{{fp31}}}*30}} HP per second, and can fully heal in {{#expr:{{{fp00}}}/({{{fp00}}}*{{{fp31}}})*30}} seconds.}}
{{p2 enemy property | fp31 | ライフ回復率 | [[HP#Regeneration|Regeneration]] rate | {{#ifeq:{{{fp31}}}|0|0| {{tt|{{{fp31}}}|{{#expr:{{{fp00|0}}}*{{{fp31|0}}}}} HP per frame, or {{#expr:{{{fp00|0}}}*{{{fp31|0}}}*30}} HP per second. From 0 HP, the creature would fully regenerate in {{#expr:{{{fp00|0}}}/({{{fp00|1}}}*{{{fp31|1}}}*30)}} seconds.}} }} }}
|-
|-
{{p2 enemy property | fp32 | LOD半径 | Unknown ({{tt|LOD|Level of Detail}} radius?) | {{{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 | Unknown | {{{fp33}}} }}
{{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 | Unknown | {{{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}}} }}
|-
|-
{{p2 enemy property | fp35 | 石化時間 | {{tt|[[Ultra-Bitter Spray|Petrification]] duration|This value is always 1.}} | {{{fp35}}} }}
{{p2 enemy property | fp35 | 石化時間 | {{tt|[[Ultra-bitter spray|Petrification]] duration|This value is always 1.}} | {{{fp35}}} }}
|-
|-
{{p2 enemy property | fp36 | ヒップドロップダメージ | [[Purple Pikmin]] drop damage | {{{fp36}}} }}
{{p2 enemy property | fp36 | ヒップドロップダメージ | [[Purple Pikmin]] drop damage | {{{fp36}}} }}
|-
|-
{{p2 enemy property | fp37 | 地震気絶確立 | [[Purple Pikmin]] stun chance | {{{fp37}}} }}
{{p2 enemy property | fp37 | 地震気絶確立 | Purple Pikmin stun chance | {{{fp37}}} }}
|-
|-
{{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 | Unknown | {{{ip01}}} }}
{{p2 enemy property | ip01 | 振り払い打撃A | {{tt|Shake mode 1 &ndash; 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 | Unknown | {{{ip02}}} }}
{{p2 enemy property | ip02 | 振り払い張付1 | {{tt|Shake mode 1 &ndash; 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 | Unknown | {{{ip03}}} }}
{{p2 enemy property | ip03 | 振り払い打撃B | {{tt|Shake mode 2 &ndash; 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 | Unknown | {{{ip04}}} }}
{{p2 enemy property | ip04 | 振り払い張付2 | {{tt|Shake mode 2 &ndash; 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 | Unknown | {{{ip05}}} }}
{{p2 enemy property | ip05 | 振り払い打撃C | {{tt|Shake mode 3 &ndash; 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 | Unknown | {{{ip06}}} }}
{{p2 enemy property | ip06 | 振り払い張付3 | {{tt|Shake mode 3 &ndash; 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 | Unknown | {{{ip07}}} }}
{{p2 enemy property | ip07 | 振り払い打撃D | {{tt|Shake mode 4 &ndash; 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}}} | {{!}} colspan = "4" align = "center" {{!}} ''None'' }}
{{{spec}}} | {{!}} colspan = "4" align = "center" {{!}} ''None'' }}
|}<noinclude>
|}<noinclude>
Used to describe the technical aspects of an [[enemy]]'s data, in ''[[Pikmin 2]]''. This data can be found in <code>enemy/parm/enemyParms.szs/data/*/enemyparm.txt</code>.


===Use===
==Info==
See the table for a list of properties. Each property parameter in the template is named after the property's ID.
This is used to describe the technical aspects of an [[enemy]]'s data, in ''[[Pikmin 2]]''. This data can be found in <code>enemy/parm/enemyParms.szs/data/*/enemyparm.txt</code>.
 
==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.
 
{| class = "wikitable"
! Parameter || Mandatory || Default || Detailed description
|-
! name
| '''Yes''' ||  || The internal name of the creature. This is usually the name of the folder in <code>enemy/parm/enemyParms.szs/data</code>, 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 {{tem|p2 enemy property}}. Remember to include the <code><nowiki>{{!}}-</nowiki></code> between lines.
|}
 
==Skeleton==
<pre>
<pre>
{{p2 enemy technical
{{p2 enemy technical
|name = Internal name
|name =  
|s00* =  
|s00* =  
|fp*  =
|fp*  =  
|ip0* =  
|ip0* =  
|spec = Specific properties. These should use {{p2 enemy property}}. Remember to include the "{{!}}-" between lines.
|spec =  
}}
}}
</pre>
</pre>


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

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 = 
}}