Template:P2 enemy technical: Difference between revisions

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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 | HP wheel height | {{{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 | Rotation speed | {{{fp28}}} }}
{{p2 enemy property | fp28 | 回転最大速度 | Rotation speed | {{{fp28}}} }}
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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 | {{tt|LOD 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 | Unknown | {{{fp33}}} }}

Revision as of 10:29, January 17, 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 = 
}}