Template:P2 enemy technical: Difference between revisions

I am putting the proof for this on the talk page.
No edit summary
Tag: Mobile edit
(I am putting the proof for this on the talk page.)
Line 86: Line 86:
{{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 | Unknown | {{{fp33}}} }}
{{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 enviroment. | {{{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}}} }}
11

edits