Template:P2 enemy technical: Difference between revisions

From Pikipedia, the Pikmin wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 90: Line 90:
{{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 | Unknown | {{{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}}} }}

Revision as of 10:39, May 22, 2015

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 = 
}}