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m (Text replacement - "" style="min-width: 380px;"" to "technicaltable" style="min-width: 380px;"") |
(Described fp16. Thanks Nubtub!) |
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{|class = "wikitable mw-collapsible mw- | {|class = "wikitable mw-collapsible mw-collapsed technicaltable" | ||
! 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 = 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> | ||
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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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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{{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 environment. | {{{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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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{{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}}} }} | ||
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! colspan = "4" | Specific properties | ! colspan = "4" | Specific properties |