Template:P2 enemy technical: Difference between revisions

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(Explained the attack damage property.)
(Some parameters discovered.)
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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 | 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 | 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 | 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 | 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|LOD 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 | Unknown | {{{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}}} }}
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{{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 | Unknown | {{{ip01}}} }}

Revision as of 17:16, January 16, 2016

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 = 
}}