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  "writing": "# CaveInfo\n{\n\t{c000} 4 27 \t#Number_of_sublevels_in_cave_my_cave_has_65_treasures\n\t{_eof} \n}\n27 # FloorInfo\n{\n\t{f000} 4 0 \t# Sublevel_Number_Minus_One\n\t{f001} 4 0 \t# SameAsAbove\n\t{f002} 4 24 \t# IdealMaxNumOf_Objects\n\t{f003} 4 3 \t# IdealMaxNumOf_Treasure(Treasures_In_Enemies_Not_Counted)\n\t{f004} 4 0 \t# IdealMaxNumOf_Gates\n\t{f005} 4 2 \t# NumOfRooms\n\t{f006} 4 0.200000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1_If_Theres_A_Geyser_0_If_No_Geyser\n\t{f008} -1 1_NARI_4x4c_conc.txt \t# CaveUnitDefinitionFileName\n\t{f009} -1 normal_light_lv0.ini  # LightingUnitDefinitionFileName\n\t{f00A} -1 none \t# SKybox_none_f010_vrbox_ice_test_build_hiroba_flooring_tatami\n\t{f010} 4 0 \t# 1_If_Next_Sublevel_Hole_Is_Clogged_0_If_Not\n\t{f011} 4 2 \t# Echo_Strength_0_for_longest_echo_to_5_for_Shortest\n\t{f012} 4 0 \t# Music_type_0_Is_normal_1_is_mute_until_boss_2_is_rest_sublevel\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 50 \t# Dead_end_Probability_in_%_0_-_100\n\t{f015} 4 1 \t# FileFormatVersion_1_normal_0_ignore_Dead_end_spawns\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t5 \t# number_of_entries\n\tUjiA 50 \t# weight\n\t0 \t# type\n\tUjiB 50 \t# weight\n\t0 \t# type\n\tTobi 80  \t# weight\n\t0 \t# type\n\tWakame_s 40 \t# weight\n\t6 \t# type\n\tWakame_l 20 \t# weight\n\t6 \t# type\n}\n# ItemInfo_(Treasures)\n{\n\t3 \t# number_of_entries\n\tkuri 10 \t# weight\n\tdia_a_green 10\t# weight\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo_(dead_end_category_objects)\n{\n\t1 \t# number_of_entries\n\t0 \t# captype_(always_0)\n\t$1Sokkuri 10 \t# weight\n\t1 \t# type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject\n}\n# FloorInfo\n{\n\t{f000} 4 1 \t# Sublevel_Num_-1\n\t{f001} 4 1 \t# Sublevel_Num_-1\n\t{f002} 4 21 \t# Num_Objects\n\t{f003} 4 2 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_torigoya_Kusachi.txt \t# Cave_Units\n\t{f009} -1 normal_light_lv0.ini  # Lighting\n\t{f00A} -1 none \t# SKybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t8 \t# number_of_entries\n\tUjiA 40 \t# weight\n\t0 \t# type\n\tUjiB 50 \t# weight\n\t0 \t# type\n\tTobi 50  \t# weight\n\t0 \t# type\n\tTamagoMushi 10 \t# weight\n\t0 \t# type\n\tTamagoMushi 10 \t# weight\n\t0 \t# type\n\tSnakeCrow_bird_hane 10 \t# weight\n\t1 \t# type\n\tSnakeCrow_key 10 \t# weight\n\t1 \t# type\n\tegg 30 \t# weight\n\t1 \t# type\n}\n# ItemInfo_(Treasures)\n{\n\t1 \t# number_of_entries\n\tbane_yellow 10 \t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 2 \t# Sublevel_Num_-1\n\t{f001} 4 2 \t# Sublevel_Num_-1\n\t{f002} 4 34 \t# Num_Objects\n\t{f003} 4 5 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 3_ABE_5x5a_ike_big_kusachi.txt \t# CaveUnits\n\t{f009} -1 kusachi_light_lv0.ini  # Lighting\n\t{f00A} -1 hiroba\t# SKybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 4 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 100 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t13 \t# number_of_entries\n\tSokkuri 40 \t# weight\n\t0 \t# type\n\tKogane 20 \t# weight\n\t0 \t# type\n\tTobi 80  \t# weight\n\t0 \t# type\n\tArmor 40 \t# weight\n\t1 \t# type\n\tFrog 30 \t# weight\n\t0 \t# type\n\tHana 40 \t# weight\n\t1 \t# type\n\tDamagumo 10 \t# weight\n\t1 \t# type\n\tShijimiChou 10 \t# weight\n\t6 \t# type\n\tMagaret 20 \t# weight\n\t6 \t# type\n\tTanpopou 10 \t# weight\n\t6 \t# type\n\tWatage 10 \t# weight\n\t6 \t# type\n\tOoinu_s 20 \t# weight\n\t6 \t# type\n\tOoinu_l 10 \t# weight\n\t6 \t# type\n}\n# ItemInfo_(Treasures)\n{\n\t5 \t# number_of_entries\n\tleaf_yellow 10 \t# weight\n\tleaf_normal 10 \t# weight\n\tmomiji_red 10 \t# weight\n\tmomiji_kare 10 \t# weight\n\tkey 10 \t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo_(deadends)\n{\n\t1 \t# number_of_entries\n\t0 \t# captype_(always_0)\n\t$1egg 20 \t# weight\n\t1 \t# type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject\n}\n# FloorInfo\n{\n\t{f000} 4 3 \t# Sublevel_Num_-1\n\t{f001} 4 3 \t# Sublevel_Num_-1\n\t{f002} 4 7 \t# Num_Objects\n\t{f003} 4 2 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_MAT_tower2_toy.txt \t# CaveUnits\n\t{f009} -1 toy_light_cha.ini  # Lighting\n\t{f00A} -1 flooring\t# SKybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t5 \t# number_of_entries\n\tFminiHoudai 10 \t# weight\n\t8 \t# type\n\tMiniHoudai_key 10 \t# weight\n\t1 \t# type\n\tMar 20  \t# weight\n\t1 \t# type\n\tHanachirashi 20\t# weight\n\t0 \t# type\n\tChiyogami 10 \t# weight\n\t6 \t# type\n}\n# ItemInfo_(Treasures)\n{\n\t2 \t# number_of_entries\n\tyoyo_red 10\t# weight\n\tdonutsichigo_s 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 4 \t# Sublevel_Num_-1\n\t{f001} 4 4 \t# Sublevel_Num_-1\n\t{f002} 4 22 \t# Num_Objects\n\t{f003} 4 3 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 4_ABE_hit6x6_hit4x7_mid8_sml5_toy.txt \t# CaveUnits\n\t{f009} -1 yakushima_2_light.ini  # Lighting\n\t{f00A} -1 flooring\t# SKybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 5 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t4 \t# number_of_entries\n\tKumaChappy 20 \t# weight\n\t1 \t# type\n\tKumaKochappy 70 \t# weight\n\t0 \t# type\n\tKumaKochappy 70 \t# weight\n\t0 \t# type\n\tKumaKochappy 60 \t# weight\n\t0 \t# type\n}\n# ItemInfo_(Treasures)\n{\n\t3 \t# number_of_entries\n\tbane_red 10\t# weight\n\tbell 10\t# weight\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 5 \t# Sublevel_Num_-1\n\t{f001} 4 5 \t# Sublevel_Num_-1\n\t{f002} 4 23 \t# Num_Objects\n\t{f003} 4 4 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_opan_toy.txt \t# CaveUnits\n\t{f009} -1 toy_light_cha.ini  # Lighting\n\t{f00A} -1 flooring\t# SKybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 5 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t6 \t# number_of_entries\n\tOoPanModoki_key 10 \t# weight\n\t8 \t# type\n\tPanModoki 20 \t# weight\n\t1 \t# type\n\tKochappy 90 \t# weight\n\t0 \t# type\n\tHiba 50 \t# weight\n\t0 \t# type\n\tElecHiba 40 \t# weight\n\t6 \t# type\n\tEgg 20\n\t0 \t# type\n}\n# ItemInfo_(Treasures)\n{\n\t4 \t# number_of_entries\n\tdia_b_green 10\t# weight\n\tmedama_yaki 10\t# weight\n\tapple_blue 10\t# weight\n\tchess_queen_white 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 6 \t# Sublevel_Num_-1\n\t{f001} 4 6 \t# Sublevel_Num_-1\n\t{f002} 4 8 \t# Num_Objects\n\t{f003} 4 1 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 1 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_white_metal.txt \t# CaveUnits\n\t{f009} -1 forest_2_siro_light.ini  # Lighting\n\t{f00A} -1 none\t# SKybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 2 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{_eof} \n}\n# TekiInfo\n{\n\t6 \t# number_of_entries\n\tRedPom 10 \t# weight\n\t1 \t# type\n\tBluePom 10 \t# weight\n\t1 \t# type\n\tYellowPom 10 \t# weight\n\t1 \t# type\n\tWhitePom 10 \t# weight\n\t1 \t# type\n\tKogane 20 \t# weight\n\t6 \t# type\n\tKareOoinu_s 20 \t# weight\n\t6 \t# type\n}\n# ItemInfo\n{\n\t1 \t# num\n\tkey 10 # weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 7 \t# Sublevel_Num_-1\n\t{f001} 4 7 \t# Sublevel_Num_-1\n\t{f002} 4 49 \t# Num_Objects\n\t{f003} 4 2 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.120000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 all_units_metal.txt \t# CaveUnits\n\t{f009} -1 metal_light_lv2.ini  # Lighting\n\t{f00A} -1 test\t# SKybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 1 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 50 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t15 \t# number_of_entries\n\tHiba 70 \t# weight\n\t0 \t# type\n\tGasHiba 50 \t# weight\n\t6 \t# type\n\tElecHiba 60 \t# weight\n\t5 \t# type\n\tTank 30 \t# weight\n\t1 \t# type\n\tWtank 40 \t# weight\n\t0 \t# type\n\tElecBug 60 \t# weight\n\t1 \t# type\n\tFireOtakara 20 \t# weight\n\t0 \t# type\n\tWaterOtakara 20 \t# weight\n\t0 \t# type\n\tGasOtakara 20 \t# weight\n\t0 \t# type\n\tElecOtakara 20 \t# weight\n\t0 \t# type\n\tDaiodoRed 30 \t# weight\n\t6 \t# type\n\tDaiodoGreen 40 \t# weight\n\t6 \t# type\n\tFireChappy_sinkukan 10 \t# weight\n\t1 \t# type\n\tFireChappy_key 10 \t# weight\n\t1 \t# type\n\tFuefuki 10 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t2 \t# num\n\tbolt_l 10\t# weight\n\tgear 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 8 \t# Sublevel_Num_-1\n\t{f001} 4 8 \t# Sublevel_Num_-1\n\t{f002} 4 33 \t# Num_Objects\n\t{f003} 4 2 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 3 \t# Num_Rooms\n\t{f006} 4 0.200000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 3_units_cent_h235_tower_metal.txt \t# CaveUnits\n\t{f009} -1 houdai_light.ini  # Lighting\n\t{f00A} -1 build\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 1 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 50 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t15 \t# number_of_entries\n\tFminiHoudai_key 10 \t# weight\n\t8 \t# type\n\tMiniHoudai 20 \t# weight\n\t1 \t# type\n\tBombSarai 20 \t# weight\n\t5 \t# type\n\tBomb 50 \t# weight\n\t1 \t# type\n\tBomb 50 \t# weight\n\t0 \t# type\n\tBomb 50 \t# weight\n\t0 \t# type\n\t$4Bomb 50 \t# weight\n\t0 \t# type\n\t$4Bomb 50 \t# weight\n\t0 \t# type\n\t$4BombOtakara 30 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t2 \t# num\n\tgum_tape 10\t# weight\n\tdenchi_3_black 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 9 \t# Sublevel_Num_-1\n\t{f001} 4 9 \t# Sublevel_Num_-1\n\t{f002} 4 9 \t# Num_Objects\n\t{f003} 4 1 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_houdai2_metal.txt \t# CaveUnits\n\t{f009} -1 metal_light_lv4.ini  # Lighting\n\t{f00A} -1 test\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 1 \t# Echo\n\t{f012} 4 1 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t3 \t# number_of_entries\n\tHoudai_sinkukan_c 10 \t# weight\n\t1 \t# type\n\tDamagumo 40 \t# weight\n\t0 \t# type\n\tDamagumo 40 \t# weight\n\t6 \t# type\n}\n# ItemInfo\n{\n\t1 \t# num\n\tkey 10 # weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 10 \t# Sublevel_Num_-1\n\t{f001} 4 10 \t# Sublevel_Num_-1\n\t{f002} 4 6 \t# Num_Objects\n\t{f003} 4 1 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 3 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 1 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 3_units_f_k_pypes_conc.txt \t# CaveUnits\n\t{f009} -1 suityu_light_lv1.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 2 \t# Echo\n\t{f012} 4 2 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 300.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t3 \t# number_of_entries\n\tBlackMan 10 \t# weight\n\t1 \t# type\n\tWealthy 40 \t# weight\n\t0 \t# type\n\tRandPom 10 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t1 \t# num\n\tkey 10 # weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 11 \t# Sublevel_Num_-1\n\t{f001} 4 11 \t# Sublevel_Num_-1\n\t{f002} 4 33 \t# Num_Objects\n\t{f003} 4 3 \t# Num_Treasure\n\t{f004} 4 8 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.200000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 4_units_f_g_i_spiral_conc.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv4.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 2 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 50 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 300.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t9 \t# number_of_entries\n\tBlackMan 10 \t# weight\n\t1 \t# type\n\tRkabuto 30 \t# weight\n\t1 \t# type\n\tKabuto 40 \t# weight\n\t0 \t# type\n\tMiulin 30 \t# weight\n\t1 \t# type\n\tChappy 40 \t# weight\n\t1 \t# type\n\tKochappy 80 \t# weight\n\t0 \t# type\n\tKochappy 80 \t# weight\n\t0 \t# type\n\tKingChappy_chocolate_l 10 \t# weight\n\t1 \t# type\n\tKingChappy_key 10 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t3 \t# num\n\tcookie_u_l 10\t# weight\n\tcookie_m_l 10\t# weight\n\tcookie_s 10\t# weight\n}\n# GateInfo\n{\n\t1 \t# num\n\tgate 4000.000000 \t# life\n\t1 \t# weight\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 12 \t# Sublevel_Num_-1\n\t{f001} 4 12 \t# Sublevel_Num_-1\n\t{f002} 4 30 \t# Num_Objects\n\t{f003} 4 3 \t# Num_Treasure\n\t{f004} 4 8 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.200000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 4_ABE_d_pypeo_pypen_dani_conc.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv4.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 2 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 50 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 300.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t8 \t# number_of_entries\n\tBlackMan 20 \t# weight\n\t1 \t# type\n\tMar 40 \t# weight\n\t1 \t# type\n\tMar_donutschoco 10 \t# weight\n\t1 \t# type\n\tPanModoki 20 \t# weight\n\t0 \t# type\n\tMiulin 30 \t# weight\n\t0 \t# type\n\tSarai 30 \t# weight\n\t0 \t# type\n\tDemon 70 \t# weight\n\t0 \t# type\n\tBombSarai 80 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t3 \t# num\n\tchocowhite_l 10\t# weight\n\tchocoichigo 10\t# weight\n\tkey 10 # weight\n}\n# GateInfo\n{\n\t1 \t# num\n\tgate 4000.000000 \t# life\n\t1 \t# weight\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 13 \t# Sublevel_Num_-1\n\t{f001} 4 13 \t# Sublevel_Num_-1\n\t{f002} 4 15 \t# Num_Objects\n\t{f003} 4 1 \t# Num_Treasure\n\t{f004} 4 8 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.200000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 4_NARI_4x4eg_hitm_manp_conc.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv4.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 2 \t# Echo\n\t{f012} 4 1 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 50 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 200.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t4 \t# number_of_entries\n\tBlackMan 40 \t# weight\n\t1 \t# type\n\tHoudai_key 10 \t# weight\n\t8 \t# type\n\tGasOtakara 50 \t# weight\n\t0 \t# type\n\tElecOtakara 50 \t# weight\n\t0 \t# type\n}\n# ItemInfo\n{\n\t1 \t# num\n\tbaum_kuchen 10 # weight\n}\n# GateInfo\n{\n\t1 \t# num\n\tgate 4000.000000 \t# life\n\t1 \t# weight\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 14 \t# Sublevel_Num_-1\n\t{f001} 4 14 \t# Sublevel_Num_-1\n\t{f002} 4 25 \t# Num_Objects\n\t{f003} 4 0 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 3 \t# Num_Rooms\n\t{f006} 4 0.120000 \t# CorridorProbability\n\t{f007} 4 1 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_MAT_cent2_tsuchi.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv0.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 2 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 25 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t8 \t# number_of_entries\n\tElecBug 50 \t# weight\n\t1 \t# type\n\tElecBug 50 \t# weight\n\t0 \t# type\n\tFuefuki_key 10 \t# weight\n\t1 \t# type\n\tRock 80 \t# weight\n\t0 \t# type\n\tKogane 20 \t# weight\n\t6 \t# type\n\tFart 20 \t# weight\n\t5 \t# type\n\tRedPom 10 \t# weight\n\t1 \t# type\n\tBluePom 10 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t0 \t# num\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t2 \t# num\n\t0 \t# captype\n\tYellowPom 10 \t# weight\n\t1 \t# type\n\t0 \t# captype\n\tWhitePom 10 \t# weight\n\t1 \t# type\n}\n# FloorInfo\n{\n\t{f000} 4 15 \t# Sublevel_Num_-1\n\t{f001} 4 15 \t# Sublevel_Num_-1\n\t{f002} 4 55 \t# Num_Objects\n\t{f003} 4 4 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.120000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 E3_units_tsuchi.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv4.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 50 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t17 \t# number_of_entries\n\tUjiA 50 \t# weight\n\t0 \t# type\n\tUjiB 50 \t# weight\n\t0 \t# type\n\tTobi 50  \t# weight\n\t0 \t# type\n\tTobi 50  \t# weight\n\t0 \t# type\n\tElecBug 40 \t# weight\n\t0 \t# type\n\tElecBug 40 \t# weight\n\t1 \t# type\n\tArmor 60 \t# weight\n\t1 \t# type\n\tFuefuki 10 \t# weight\n\t1 \t# type\n\tSarai 30 \t# weight\n\t0 \t# type\n\tDemon 30 \t# weight\n\t1 \t# type\n\tBombSarai 40 \t# weight\n\t1 \t# type\n\tFart 10 \t# weight\n\t5 \t# type\n\tKogane 10 \t# weight\n\t6 \t# type\n\tKareOoinu_s 30 \t# weight\n\t5 \t# type\n\tKareOoinu_l 20 \t# weight\n\t5 \t# type\n\tOoinu_s 30 \t# weight\n\t6 \t# type\n\tOoinu_l 20 \t# weight\n\t6 \t# type\n\n\n}\n# ItemInfo\n{\n\t4 \t# num\n\tfuta_a_gold 10\t# weight\n\tcreap 10\t# weight\n\tkan_b_silver 10\t# weight\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t2 \t# num\n\t0 \t# captype\n\tEgg 10 \t# weight\n\t1 \t# type\n\t0 \t# captype\n\t$1Egg 10 \t# weight\n\t1 \t# type\n}\n# FloorInfo\n{\n\t{f000} 4 16 \t# Sublevel_Num_-1\n\t{f001} 4 16 \t# Sublevel_Num_-1\n\t{f002} 4 28 \t# Num_Objects\n\t{f003} 4 0 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 2 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_ABE_mid1_tsuchi.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv2.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 1 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t10 \t# number_of_entries\n\tSnakeWhole_fire_helmet 10 \t# weight\n\t8 \t# type\n\tSnakeCrow_kan_iwate 10 \t# weight\n\t1 \t# type\n\tSnakeWhole_key 10  \t# weight\n\t8 \t# type\n\tSnakeCrow 30  \t# weight\n\t1 \t# type\n\tClover 40 \t# weight\n\t6 \t# type\n\tTamagoMushi 40 \t# weight\n\t0 \t# type\n\tKareOoinu_s 30 \t# weight\n\t5 \t# type\n\tOoinu_s 30 \t# weight\n\t6 \t# type\n\tEgg 40 \t# weight\n\t0 \t# type\n\tEgg 40 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t0 \t# num\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t3 \t# num\n\t0 \t# captype\n\tEgg 10 \t# weight\n\t1 \t# type\n\t0 \t# captype\n\tEgg 10 \t# weight\n\t1 \t# type\n\t0 \t# captype\n\tEgg 10 \t# weight\n\t1 \t# type\n}\n# FloorInfo\n{\n\t{f000} 4 17 \t# Sublevel_Num_-1\n\t{f001} 4 17 \t# Sublevel_Num_-1\n\t{f002} 4 49 \t# Num_Objects\n\t{f003} 4 3 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.100000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 all_units_water_tsuchi.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv4.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t20 \t# number_of_entries\n\tTadpole 50 \t# weight\n\t6 \t# type\n\tFrog 30 \t# weight\n\t0 \t# type\n\tMaroFrog 40  \t# weight\n\t1 \t# type\n\tWtank 20  \t# weight\n\t1 \t# type\n\tCatfish 70 \t# weight\n\t0 \t# type\n\tWaterOtakara 20 \t# weight\n\t0 \t# type\n\tKurage 20 \t# weight\n\t0 \t# type\n\tOniKurage 10 \t# weight\n\t1 \t# type\n\tJigumo 40 \t# weight\n\t1 \t# type\n\tMiniHoudai 20 \t# weight\n\t1 \t# type\n\tKumaChappy 10 \t# weight\n\t1 \t# type\n\tKumaKochappy 40 \t# weight\n\t0 \t# type\n\tQurione 20 \t# weight\n\t6 \t# type\n\tWakame_l 10 \t# weight\n\t6 \t# type\n\tWakame_s 10 \t# weight\n\t6 \t# type\n\tTukushi 20 \t# weight\n\t6 \t# type\n\tZenmai 20 \t# weight\n\t6 \t# type\n\tNekojarashi 20 \t# weight\n\t6 \t# type\n\tUmiMushiBlind_sinjyu 10 \t# weight\n\t1 \t# type\n\tFireChappy_akagai 10 \t# weight\n\t1 \t# type\n}\n# ItemInfo\n{\n\t3 \t# num\n\thotate 10\t# weight\n\tmakigai 10\t# weight\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t3 \t# num\n\t0 \t# captype\n\tEgg 10 \t# weight\n\t1 \t# type\n\t0 \t# captype\n\tEgg 10 \t# weight\n\t1 \t# type\n\t0 \t# captype\n\tBluePom 10 \t# weight\n\t1 \t# type\n}\n# FloorInfo\n{\n\t{f000} 4 18 \t# Sublevel_Num_-1\n\t{f001} 4 18 \t# Sublevel_Num_-1\n\t{f002} 4 10 \t# Num_Objects\n\t{f003} 4 1 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_king_tsuchi.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv3.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 1 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t5 \t# number_of_entries\n\tZenmai 30 \t# weight\n\t6 \t# type\n\tUmiMushi_g_futa_koiwai 10 \t# weight\n\t1 \t# type\n\tDangoMushi_futa_a_silver 10 \t# weight\n\t1 \t# type\n\tWakame_l 20 \t# weight\n\t6 \t# type\n\tWakame_s 30 \t# weight\n\t6 \t# type\n}\n# ItemInfo\n{\n\t1 \t# num\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 19 \t# Sublevel_Num_-1\n\t{f001} 4 19 \t# Sublevel_Num_-1\n\t{f002} 4 56 \t# Num_Objects\n\t{f003} 4 4 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 6 \t# Num_Rooms\n\t{f006} 4 0.200000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 vs_9_tsuchi.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv3.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 3 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t9 \t# number_of_entries\n\tChappy 40 \t# weight\n\t1 \t# type\n\tKochappy 90 \t# weight\n\t0 \t# type\n\tYellowChappy 30 \t# weight\n\t1 \t# type\n\tYellowKochappy 90 \t# weight\n\t0 \t# type\n\tBlueChappy 40 \t# weight\n\t1 \t# type\n\tBlueKochappy 90 \t# weight\n\t0 \t# type\n\tBaby 80 \t# weight\n\t0 \t# type\n\tLeafChappy_key 10 \t# weight\n\t1 \t# type\n\tHikariKinoko 90 \t# weight\n\t6 \t# type\n}\n# ItemInfo\n{\n\t4 \t# num\n\tsilver_medal 10\t# weight\n\tgold_medal 10\t# weight\n\tdiamond_red_l 10\t# weight\n\tdiamond_blue 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 20 \t# Sublevel_Num_-1\n\t{f001} 4 20 \t# Sublevel_Num_-1\n\t{f002} 4 40 \t# Num_Objects\n\t{f003} 4 0 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_queen_b_tsuchi.txt \t# CaveUnits\n\t{f009} -1 qchap_light.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 0 \t# Echo\n\t{f012} 4 1 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t9 \t# number_of_entries\n\tQueen_toy_ring_a_red 10 \t# weight\n\t1 \t# type\n\tBaby 70 \t# weight\n\t0 \t# type\n\tBaby 70 \t# weight\n\t0 \t# type\n\tBaby 70 \t# weight\n\t0 \t# type\n\tKingChappy_toy_teala 10 \t# weight\n\t0 \t# type\n\tKingChappy_key 10 \t# weight\n\t0 \t# type\n\tKingChappy 20 \t# weight\n\t0 \t# type\n\tHikariKinoko 80 \t# weight\n\t6 \t# type\n\tRock 60 \t# weight\n\t5 \t# type\n}\n# ItemInfo\n{\n\t0 \t# num\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 21 \t# Sublevel_Num_-1\n\t{f001} 4 21 \t# Sublevel_Num_-1\n\t{f002} 4 21 \t# Num_Objects\n\t{f003} 4 0 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 1 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_unit_16x17r_conc.txt \t# CaveUnits\n\t{f009} -1 yakushima_3_16x17r_light.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 2 \t# Echo\n\t{f012} 4 2 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t12 \t# number_of_entries\n\tRandPom 20 \t# weight\n\t1 \t# type\n\tRedPom 10 \t# weight\n\t1 \t# type\n\tYellowPom 10 \t# weight\n\t1 \t# type\n\tBluePom 10 \t# weight\n\t1 \t# type\n\tWhitePom 10 \t# weight\n\t0 \t# type\n\tShijimiChou 20 \t# weight\n\t0 \t# type\n\tKogane_key 10 \t# weight\n\t0 \t# type\n\tFart 10 \t# weight\n\t1 \t# type\n\tWealthy 10 \t# weight\n\t6 \t# type\n\tQurione 20 \t# weight\n\t0 \t# type\n\tClover 50 \t# weight\n\t6 \t# type\n\tTanpopo 30 \t# weight\n\t6 \t# type\n}\n# ItemInfo\n{\n\t0 \t# num\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 22 \t# Sublevel_Num_-1\n\t{f001} 4 22 \t# Sublevel_Num_-1\n\t{f002} 4 16 \t# Num_Objects\n\t{f003} 4 0 \t# Num_Treasure\n\t{f004} 4 5 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.120000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_bunki_tile.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv4.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 3 \t# Echo\n\t{f012} 4 1 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 25 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t7 \t# number_of_entries\n\tBigFoot_key 10 \t# weight\n\t1 \t# type\n\tBigFoot 30 \t# weight\n\t6 \t# type\n\tRkabuto 40 \t# weight\n\t1 \t# type\n\tKabuto 40 \t# weight\n\t1 \t# type\n\tMar_robot_head 10 \t# weight\n\t0 \t# type\n\tMar 10 \t# weight\n\t0 \t# type\n\tHanachirashi 20 \t# weight\n\t0 \t# type\n}\n# ItemInfo\n{\n\t0 \t# num\n}\n# GateInfo\n{\n\t1 \t# num\n\tgate 2000.000000 \t# life\n\t1 \t# weight\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 23 \t# Sublevel_Num_-1\n\t{f001} 4 23 \t# Sublevel_Num_-1\n\t{f002} 4 41 \t# Num_Objects\n\t{f003} 4 4 \t# Num_Treasure\n\t{f004} 4 4 \t# Num_Gates\n\t{f005} 4 3 \t# Num_Rooms\n\t{f006} 4 0.200000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 3_units_d_f_ujikou_tile.txt \t# CaveUnits\n\t{f009} -1 suityu_light_lv2.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 3 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t12 \t# number_of_entries\n\tChappy 30 \t# weight\n\t1 \t# type\n\tBlueChappy 30 \t# weight\n\t1 \t# type\n\t$2MaroFrog 20 \t# weight\n\t1 \t# type\n\tMaroFrog 20 \t# weight\n\t1 \t# type\n\tFrog 20 \t# weight\n\t0 \t# type\n\tJigumo 30 \t# weight\n\t0 \t# type\n\tOniKurage 20 \t# weight\n\t1 \t# type\n\tKurage 20 \t# weight\n\t0 \t# type\n\tCatfish 60 \t# weight\n\t0 \t# type\n\tTamagoMushi 10 \t# weight\n\t0 \t# type\n\tHiba 80 \t# weight\n\t5 \t# type\n\tElecHiba 70 \t# weight\n\t5 \t# type\n}\n# ItemInfo\n{\n\t4 \t# num\n\ttoy_dog 10\t# weight\n\tahiru 10\t# weight\n\tahiru_head 10\t# weight\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t1 \t# num\n\tgate 3000.000000 \t# life\n\t1 \t# weight\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 24 \t# Sublevel_Num_-1\n\t{f001} 4 24 \t# Sublevel_Num_-1\n\t{f002} 4 58 \t# Num_Objects\n\t{f003} 4 3 \t# Num_Treasure\n\t{f004} 4 8 \t# Num_Gates\n\t{f005} 4 4 \t# Num_Rooms\n\t{f006} 4 0.050000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 vs_10_test_tile.txt \t# CaveUnits\n\t{f009} -1 suityu_light_lv2.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 3 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 240.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t16 \t# number_of_entries\n\tBlackMan 30 \t# weight\n\t1 \t# type\n\tBombSarai 60 \t# weight\n\t1 \t# type\n\tDemon 60 \t# weight\n\t1 \t# type\n\tMar_kan_kyokuyo 10 \t# weight\n\t1 \t# type\n\tHanachirashi 20 \t# weight\n\t0 \t# type\n\tTamagoMushi 40 \t# weight\n\t0 \t# type\n\tElecBug 60 \t# weight\n\t0 \t# type\n\tElecBug 60 \t# weight\n\t1 \t# type\n\tFireOtakara 20 \t# weight\n\t0 \t# type\n\tWaterOtakara 20 \t# weight\n\t0 \t# type\n\tGasOtakara 20 \t# weight\n\t0 \t# type\n\tElecOtakara 20 \t# weight\n\t0 \t# type\n\t$2BombOtakara 40 \t# weight\n\t0 \t# type\n\t$4BombOtakara 40 \t# weight\n\t0 \t# type\n\t$2Bomb 40 \t# weight\n\t0 \t# type\n\t$1Bomb 40 \t# weight\n\t0 \t# type\n}\n# ItemInfo\n{\n\t3 \t# num\n\tkan_nichiro 10\t# weight\n\tkan_maruha 10\t# weight\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t1 \t# num\n\tgate 4500.000000 \t# life\n\t1 \t# weight\n}\n# CapInfo\n{\n\t0 \t# num\n}\n# FloorInfo\n{\n\t{f000} 4 25 \t# Sublevel_Num_-1\n\t{f001} 4 25 \t# Sublevel_Num_-1\n\t{f002} 4 57 \t# Num_Objects\n\t{f003} 4 1 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 6 \t# Num_Rooms\n\t{f006} 4 0.250000 \t# CorridorProbability\n\t{f007} 4 0 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 all_unit_tile.txt \t# CaveUnits\n\t{f009} -1 normal_light_lv4.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 3 \t# Echo\n\t{f012} 4 0 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t19 \t# number_of_entries\n\tBigFoot_g_futa_titiyas 10 \t# weight\n\t1 \t# type\n\tQueen_chocoichigo_l 10 \t# weight\n\t1 \t# type\n\tBaby 90 \t# weight\n\t1 \t# type\n\tKingChappy_tape_yellow 10 \t# weight\n\t1 \t# type\n\tKumaChappy_g_futa_sikoku 10 \t# weight\n\t1 \t# type\n\tKumaKochappy 50 \t# weight\n\t0 \t# type\n\tMiniHoudai_g_futa_kitaama 10 \t# weight\n\t1 \t# type\n\tFireChappy_g_futa_kyusyu 10 \t# weight\n\t1 \t# type\n\tUmiMushiBlind_g_futa_sakotani 10 \t# weight\n\t1 \t# type\n\tBlueChappy 40 \t# weight\n\t1 \t# type\n\tBlueKochappy 80 \t# weight\n\t0 \t# type\n\tTank 20 \t# weight\n\t0 \t# type\n\tWtank 20 \t# weight\n\t0 \t# type\n\tElecBug 80 \t# weight\n\t0 \t# type\n\tLeafChappy 10 \t# weight\n\t1 \t# type\n\tQurione 20 \t# weight\n\t0 \t# type\n\tHiba 1 \t# weight\n\t5 \t# type\n\tElecHiba 1 \t# weight\n\t5 \t# type\n\tGasHiba 1 \t# weight\n\t5 \t# type\n}\n# ItemInfo\n{\n\t1 \t# num\n\tkey 10\t# weight\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t1 \t# num\n\t0 \t# captype\n\t$1WhitePom 10 \t# weight\n\t1 \t# type\n}\n# FloorInfo\n{\n\t{f000} 4 26 \t# Sublevel_Num_-1\n\t{f001} 4 26 \t# Sublevel_Num_-1\n\t{f002} 4 7 \t# Num_Objects\n\t{f003} 4 0 \t# Num_Treasure\n\t{f004} 4 0 \t# Num_Gates\n\t{f005} 4 1 \t# Num_Rooms\n\t{f006} 4 0.000000 \t# CorridorProbability\n\t{f007} 4 1 \t                        # 1=Geyser_0=No_Geyser\n\t{f008} -1 1_units_otakara_tile.txt \t# CaveUnits\n\t{f009} -1 oootakara_light.ini  # Lighting\n\t{f00A} -1 none\t# Skybox\n\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged\n\t{f011} 4 3 \t# Echo\n\t{f012} 4 1 \t# Music_type\n\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge\n\t{f014} 4 0 \t# Dead_end_Probability\n\t{f015} 4 1 \t# FileFormatVersion\n\t{f016} 4 0.000000 \t# Water_Wraith_Timer\n\t{f017} 4 0 \t# ’¾‚Þ•Ç\n\t{_eof} \n}\n# TekiInfo\n{\n\t5 \t# number_of_entries\n\tBigTreasure 10 \t# weight\n\t1 \t# type\n\tBigFoot_key 10 \t# weight\n\t1 \t# type\n\tBigFoot 20 \t# weight\n\t1 \t# type\n\tOoPanModoki 20 \t# weight\n\t0 \t# type\n\tDamagumo 10 \t# weight\n\t0 \t# type\n}\n# ItemInfo\n{\n\t0 \t# num\n}\n# GateInfo\n{\n\t0 \t# num\n}\n# CapInfo\n{\n\t0 \t# num\n}",
  "writing_bbcode_parsed": "<span style='word-wrap: break-word;'># CaveInfo<br />{<br />\t{c000} 4 27 \t#Number_of_sublevels_in_cave_my_cave_has_65_treasures<br />\t{_eof} <br />}<br />27 # FloorInfo<br />{<br />\t{f000} 4 0 \t# Sublevel_Number_Minus_One<br />\t{f001} 4 0 \t# SameAsAbove<br />\t{f002} 4 24 \t# IdealMaxNumOf_Objects<br />\t{f003} 4 3 \t# IdealMaxNumOf_Treasure(Treasures_In_Enemies_Not_Counted)<br />\t{f004} 4 0 \t# IdealMaxNumOf_Gates<br />\t{f005} 4 2 \t# NumOfRooms<br />\t{f006} 4 0.200000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1_If_Theres_A_Geyser_0_If_No_Geyser<br />\t{f008} -1 1_NARI_4x4c_conc.txt \t# CaveUnitDefinitionFileName<br />\t{f009} -1 normal_light_lv0.ini&nbsp;&nbsp;# LightingUnitDefinitionFileName<br />\t{f00A} -1 none \t# SKybox_none_f010_vrbox_ice_test_build_hiroba_flooring_tatami<br />\t{f010} 4 0 \t# 1_If_Next_Sublevel_Hole_Is_Clogged_0_If_Not<br />\t{f011} 4 2 \t# Echo_Strength_0_for_longest_echo_to_5_for_Shortest<br />\t{f012} 4 0 \t# Music_type_0_Is_normal_1_is_mute_until_boss_2_is_rest_sublevel<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 50 \t# Dead_end_Probability_in_%_0_-_100<br />\t{f015} 4 1 \t# FileFormatVersion_1_normal_0_ignore_Dead_end_spawns<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t5 \t# number_of_entries<br />\tUjiA 50 \t# weight<br />\t0 \t# type<br />\tUjiB 50 \t# weight<br />\t0 \t# type<br />\tTobi 80&nbsp;&nbsp;\t# weight<br />\t0 \t# type<br />\tWakame_s 40 \t# weight<br />\t6 \t# type<br />\tWakame_l 20 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo_(Treasures)<br />{<br />\t3 \t# number_of_entries<br />\tkuri 10 \t# weight<br />\tdia_a_green 10\t# weight<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo_(dead_end_category_objects)<br />{<br />\t1 \t# number_of_entries<br />\t0 \t# captype_(always_0)<br />\t$1Sokkuri 10 \t# weight<br />\t1 \t# type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 1 \t# Sublevel_Num_-1<br />\t{f001} 4 1 \t# Sublevel_Num_-1<br />\t{f002} 4 21 \t# Num_Objects<br />\t{f003} 4 2 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_torigoya_Kusachi.txt \t# Cave_Units<br />\t{f009} -1 normal_light_lv0.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none \t# SKybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t8 \t# number_of_entries<br />\tUjiA 40 \t# weight<br />\t0 \t# type<br />\tUjiB 50 \t# weight<br />\t0 \t# type<br />\tTobi 50&nbsp;&nbsp;\t# weight<br />\t0 \t# type<br />\tTamagoMushi 10 \t# weight<br />\t0 \t# type<br />\tTamagoMushi 10 \t# weight<br />\t0 \t# type<br />\tSnakeCrow_bird_hane 10 \t# weight<br />\t1 \t# type<br />\tSnakeCrow_key 10 \t# weight<br />\t1 \t# type<br />\tegg 30 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo_(Treasures)<br />{<br />\t1 \t# number_of_entries<br />\tbane_yellow 10 \t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 2 \t# Sublevel_Num_-1<br />\t{f001} 4 2 \t# Sublevel_Num_-1<br />\t{f002} 4 34 \t# Num_Objects<br />\t{f003} 4 5 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 3_ABE_5x5a_ike_big_kusachi.txt \t# CaveUnits<br />\t{f009} -1 kusachi_light_lv0.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 hiroba\t# SKybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 4 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 100 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t13 \t# number_of_entries<br />\tSokkuri 40 \t# weight<br />\t0 \t# type<br />\tKogane 20 \t# weight<br />\t0 \t# type<br />\tTobi 80&nbsp;&nbsp;\t# weight<br />\t0 \t# type<br />\tArmor 40 \t# weight<br />\t1 \t# type<br />\tFrog 30 \t# weight<br />\t0 \t# type<br />\tHana 40 \t# weight<br />\t1 \t# type<br />\tDamagumo 10 \t# weight<br />\t1 \t# type<br />\tShijimiChou 10 \t# weight<br />\t6 \t# type<br />\tMagaret 20 \t# weight<br />\t6 \t# type<br />\tTanpopou 10 \t# weight<br />\t6 \t# type<br />\tWatage 10 \t# weight<br />\t6 \t# type<br />\tOoinu_s 20 \t# weight<br />\t6 \t# type<br />\tOoinu_l 10 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo_(Treasures)<br />{<br />\t5 \t# number_of_entries<br />\tleaf_yellow 10 \t# weight<br />\tleaf_normal 10 \t# weight<br />\tmomiji_red 10 \t# weight<br />\tmomiji_kare 10 \t# weight<br />\tkey 10 \t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo_(deadends)<br />{<br />\t1 \t# number_of_entries<br />\t0 \t# captype_(always_0)<br />\t$1egg 20 \t# weight<br />\t1 \t# type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 3 \t# Sublevel_Num_-1<br />\t{f001} 4 3 \t# Sublevel_Num_-1<br />\t{f002} 4 7 \t# Num_Objects<br />\t{f003} 4 2 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_MAT_tower2_toy.txt \t# CaveUnits<br />\t{f009} -1 toy_light_cha.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 flooring\t# SKybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t5 \t# number_of_entries<br />\tFminiHoudai 10 \t# weight<br />\t8 \t# type<br />\tMiniHoudai_key 10 \t# weight<br />\t1 \t# type<br />\tMar 20&nbsp;&nbsp;\t# weight<br />\t1 \t# type<br />\tHanachirashi 20\t# weight<br />\t0 \t# type<br />\tChiyogami 10 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo_(Treasures)<br />{<br />\t2 \t# number_of_entries<br />\tyoyo_red 10\t# weight<br />\tdonutsichigo_s 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 4 \t# Sublevel_Num_-1<br />\t{f001} 4 4 \t# Sublevel_Num_-1<br />\t{f002} 4 22 \t# Num_Objects<br />\t{f003} 4 3 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 4_ABE_hit6x6_hit4x7_mid8_sml5_toy.txt \t# CaveUnits<br />\t{f009} -1 yakushima_2_light.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 flooring\t# SKybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 5 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t4 \t# number_of_entries<br />\tKumaChappy 20 \t# weight<br />\t1 \t# type<br />\tKumaKochappy 70 \t# weight<br />\t0 \t# type<br />\tKumaKochappy 70 \t# weight<br />\t0 \t# type<br />\tKumaKochappy 60 \t# weight<br />\t0 \t# type<br />}<br /># ItemInfo_(Treasures)<br />{<br />\t3 \t# number_of_entries<br />\tbane_red 10\t# weight<br />\tbell 10\t# weight<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 5 \t# Sublevel_Num_-1<br />\t{f001} 4 5 \t# Sublevel_Num_-1<br />\t{f002} 4 23 \t# Num_Objects<br />\t{f003} 4 4 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_opan_toy.txt \t# CaveUnits<br />\t{f009} -1 toy_light_cha.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 flooring\t# SKybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 5 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 1 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t6 \t# number_of_entries<br />\tOoPanModoki_key 10 \t# weight<br />\t8 \t# type<br />\tPanModoki 20 \t# weight<br />\t1 \t# type<br />\tKochappy 90 \t# weight<br />\t0 \t# type<br />\tHiba 50 \t# weight<br />\t0 \t# type<br />\tElecHiba 40 \t# weight<br />\t6 \t# type<br />\tEgg 20<br />\t0 \t# type<br />}<br /># ItemInfo_(Treasures)<br />{<br />\t4 \t# number_of_entries<br />\tdia_b_green 10\t# weight<br />\tmedama_yaki 10\t# weight<br />\tapple_blue 10\t# weight<br />\tchess_queen_white 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 6 \t# Sublevel_Num_-1<br />\t{f001} 4 6 \t# Sublevel_Num_-1<br />\t{f002} 4 8 \t# Num_Objects<br />\t{f003} 4 1 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 1 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_white_metal.txt \t# CaveUnits<br />\t{f009} -1 forest_2_siro_light.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# SKybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 2 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t6 \t# number_of_entries<br />\tRedPom 10 \t# weight<br />\t1 \t# type<br />\tBluePom 10 \t# weight<br />\t1 \t# type<br />\tYellowPom 10 \t# weight<br />\t1 \t# type<br />\tWhitePom 10 \t# weight<br />\t1 \t# type<br />\tKogane 20 \t# weight<br />\t6 \t# type<br />\tKareOoinu_s 20 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo<br />{<br />\t1 \t# num<br />\tkey 10 # weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 7 \t# Sublevel_Num_-1<br />\t{f001} 4 7 \t# Sublevel_Num_-1<br />\t{f002} 4 49 \t# Num_Objects<br />\t{f003} 4 2 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.120000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 all_units_metal.txt \t# CaveUnits<br />\t{f009} -1 metal_light_lv2.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 test\t# SKybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 1 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 50 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t15 \t# number_of_entries<br />\tHiba 70 \t# weight<br />\t0 \t# type<br />\tGasHiba 50 \t# weight<br />\t6 \t# type<br />\tElecHiba 60 \t# weight<br />\t5 \t# type<br />\tTank 30 \t# weight<br />\t1 \t# type<br />\tWtank 40 \t# weight<br />\t0 \t# type<br />\tElecBug 60 \t# weight<br />\t1 \t# type<br />\tFireOtakara 20 \t# weight<br />\t0 \t# type<br />\tWaterOtakara 20 \t# weight<br />\t0 \t# type<br />\tGasOtakara 20 \t# weight<br />\t0 \t# type<br />\tElecOtakara 20 \t# weight<br />\t0 \t# type<br />\tDaiodoRed 30 \t# weight<br />\t6 \t# type<br />\tDaiodoGreen 40 \t# weight<br />\t6 \t# type<br />\tFireChappy_sinkukan 10 \t# weight<br />\t1 \t# type<br />\tFireChappy_key 10 \t# weight<br />\t1 \t# type<br />\tFuefuki 10 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t2 \t# num<br />\tbolt_l 10\t# weight<br />\tgear 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 8 \t# Sublevel_Num_-1<br />\t{f001} 4 8 \t# Sublevel_Num_-1<br />\t{f002} 4 33 \t# Num_Objects<br />\t{f003} 4 2 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 3 \t# Num_Rooms<br />\t{f006} 4 0.200000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 3_units_cent_h235_tower_metal.txt \t# CaveUnits<br />\t{f009} -1 houdai_light.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 build\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 1 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 50 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t15 \t# number_of_entries<br />\tFminiHoudai_key 10 \t# weight<br />\t8 \t# type<br />\tMiniHoudai 20 \t# weight<br />\t1 \t# type<br />\tBombSarai 20 \t# weight<br />\t5 \t# type<br />\tBomb 50 \t# weight<br />\t1 \t# type<br />\tBomb 50 \t# weight<br />\t0 \t# type<br />\tBomb 50 \t# weight<br />\t0 \t# type<br />\t$4Bomb 50 \t# weight<br />\t0 \t# type<br />\t$4Bomb 50 \t# weight<br />\t0 \t# type<br />\t$4BombOtakara 30 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t2 \t# num<br />\tgum_tape 10\t# weight<br />\tdenchi_3_black 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 9 \t# Sublevel_Num_-1<br />\t{f001} 4 9 \t# Sublevel_Num_-1<br />\t{f002} 4 9 \t# Num_Objects<br />\t{f003} 4 1 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_houdai2_metal.txt \t# CaveUnits<br />\t{f009} -1 metal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 test\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 1 \t# Echo<br />\t{f012} 4 1 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t3 \t# number_of_entries<br />\tHoudai_sinkukan_c 10 \t# weight<br />\t1 \t# type<br />\tDamagumo 40 \t# weight<br />\t0 \t# type<br />\tDamagumo 40 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo<br />{<br />\t1 \t# num<br />\tkey 10 # weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 10 \t# Sublevel_Num_-1<br />\t{f001} 4 10 \t# Sublevel_Num_-1<br />\t{f002} 4 6 \t# Num_Objects<br />\t{f003} 4 1 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 3 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 1 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 3_units_f_k_pypes_conc.txt \t# CaveUnits<br />\t{f009} -1 suityu_light_lv1.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 2 \t# Echo<br />\t{f012} 4 2 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 300.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t3 \t# number_of_entries<br />\tBlackMan 10 \t# weight<br />\t1 \t# type<br />\tWealthy 40 \t# weight<br />\t0 \t# type<br />\tRandPom 10 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t1 \t# num<br />\tkey 10 # weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 11 \t# Sublevel_Num_-1<br />\t{f001} 4 11 \t# Sublevel_Num_-1<br />\t{f002} 4 33 \t# Num_Objects<br />\t{f003} 4 3 \t# Num_Treasure<br />\t{f004} 4 8 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.200000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 4_units_f_g_i_spiral_conc.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 2 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 50 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 300.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t9 \t# number_of_entries<br />\tBlackMan 10 \t# weight<br />\t1 \t# type<br />\tRkabuto 30 \t# weight<br />\t1 \t# type<br />\tKabuto 40 \t# weight<br />\t0 \t# type<br />\tMiulin 30 \t# weight<br />\t1 \t# type<br />\tChappy 40 \t# weight<br />\t1 \t# type<br />\tKochappy 80 \t# weight<br />\t0 \t# type<br />\tKochappy 80 \t# weight<br />\t0 \t# type<br />\tKingChappy_chocolate_l 10 \t# weight<br />\t1 \t# type<br />\tKingChappy_key 10 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t3 \t# num<br />\tcookie_u_l 10\t# weight<br />\tcookie_m_l 10\t# weight<br />\tcookie_s 10\t# weight<br />}<br /># GateInfo<br />{<br />\t1 \t# num<br />\tgate 4000.000000 \t# life<br />\t1 \t# weight<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 12 \t# Sublevel_Num_-1<br />\t{f001} 4 12 \t# Sublevel_Num_-1<br />\t{f002} 4 30 \t# Num_Objects<br />\t{f003} 4 3 \t# Num_Treasure<br />\t{f004} 4 8 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.200000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 4_ABE_d_pypeo_pypen_dani_conc.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 2 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 50 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 300.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t8 \t# number_of_entries<br />\tBlackMan 20 \t# weight<br />\t1 \t# type<br />\tMar 40 \t# weight<br />\t1 \t# type<br />\tMar_donutschoco 10 \t# weight<br />\t1 \t# type<br />\tPanModoki 20 \t# weight<br />\t0 \t# type<br />\tMiulin 30 \t# weight<br />\t0 \t# type<br />\tSarai 30 \t# weight<br />\t0 \t# type<br />\tDemon 70 \t# weight<br />\t0 \t# type<br />\tBombSarai 80 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t3 \t# num<br />\tchocowhite_l 10\t# weight<br />\tchocoichigo 10\t# weight<br />\tkey 10 # weight<br />}<br /># GateInfo<br />{<br />\t1 \t# num<br />\tgate 4000.000000 \t# life<br />\t1 \t# weight<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 13 \t# Sublevel_Num_-1<br />\t{f001} 4 13 \t# Sublevel_Num_-1<br />\t{f002} 4 15 \t# Num_Objects<br />\t{f003} 4 1 \t# Num_Treasure<br />\t{f004} 4 8 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.200000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 4_NARI_4x4eg_hitm_manp_conc.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 2 \t# Echo<br />\t{f012} 4 1 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 50 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 200.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t4 \t# number_of_entries<br />\tBlackMan 40 \t# weight<br />\t1 \t# type<br />\tHoudai_key 10 \t# weight<br />\t8 \t# type<br />\tGasOtakara 50 \t# weight<br />\t0 \t# type<br />\tElecOtakara 50 \t# weight<br />\t0 \t# type<br />}<br /># ItemInfo<br />{<br />\t1 \t# num<br />\tbaum_kuchen 10 # weight<br />}<br /># GateInfo<br />{<br />\t1 \t# num<br />\tgate 4000.000000 \t# life<br />\t1 \t# weight<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 14 \t# Sublevel_Num_-1<br />\t{f001} 4 14 \t# Sublevel_Num_-1<br />\t{f002} 4 25 \t# Num_Objects<br />\t{f003} 4 0 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 3 \t# Num_Rooms<br />\t{f006} 4 0.120000 \t# CorridorProbability<br />\t{f007} 4 1 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_MAT_cent2_tsuchi.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv0.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 2 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 25 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t8 \t# number_of_entries<br />\tElecBug 50 \t# weight<br />\t1 \t# type<br />\tElecBug 50 \t# weight<br />\t0 \t# type<br />\tFuefuki_key 10 \t# weight<br />\t1 \t# type<br />\tRock 80 \t# weight<br />\t0 \t# type<br />\tKogane 20 \t# weight<br />\t6 \t# type<br />\tFart 20 \t# weight<br />\t5 \t# type<br />\tRedPom 10 \t# weight<br />\t1 \t# type<br />\tBluePom 10 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t0 \t# num<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t2 \t# num<br />\t0 \t# captype<br />\tYellowPom 10 \t# weight<br />\t1 \t# type<br />\t0 \t# captype<br />\tWhitePom 10 \t# weight<br />\t1 \t# type<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 15 \t# Sublevel_Num_-1<br />\t{f001} 4 15 \t# Sublevel_Num_-1<br />\t{f002} 4 55 \t# Num_Objects<br />\t{f003} 4 4 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.120000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 E3_units_tsuchi.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 50 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t17 \t# number_of_entries<br />\tUjiA 50 \t# weight<br />\t0 \t# type<br />\tUjiB 50 \t# weight<br />\t0 \t# type<br />\tTobi 50&nbsp;&nbsp;\t# weight<br />\t0 \t# type<br />\tTobi 50&nbsp;&nbsp;\t# weight<br />\t0 \t# type<br />\tElecBug 40 \t# weight<br />\t0 \t# type<br />\tElecBug 40 \t# weight<br />\t1 \t# type<br />\tArmor 60 \t# weight<br />\t1 \t# type<br />\tFuefuki 10 \t# weight<br />\t1 \t# type<br />\tSarai 30 \t# weight<br />\t0 \t# type<br />\tDemon 30 \t# weight<br />\t1 \t# type<br />\tBombSarai 40 \t# weight<br />\t1 \t# type<br />\tFart 10 \t# weight<br />\t5 \t# type<br />\tKogane 10 \t# weight<br />\t6 \t# type<br />\tKareOoinu_s 30 \t# weight<br />\t5 \t# type<br />\tKareOoinu_l 20 \t# weight<br />\t5 \t# type<br />\tOoinu_s 30 \t# weight<br />\t6 \t# type<br />\tOoinu_l 20 \t# weight<br />\t6 \t# type<br /><br /><br />}<br /># ItemInfo<br />{<br />\t4 \t# num<br />\tfuta_a_gold 10\t# weight<br />\tcreap 10\t# weight<br />\tkan_b_silver 10\t# weight<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t2 \t# num<br />\t0 \t# captype<br />\tEgg 10 \t# weight<br />\t1 \t# type<br />\t0 \t# captype<br />\t$1Egg 10 \t# weight<br />\t1 \t# type<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 16 \t# Sublevel_Num_-1<br />\t{f001} 4 16 \t# Sublevel_Num_-1<br />\t{f002} 4 28 \t# Num_Objects<br />\t{f003} 4 0 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 2 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_ABE_mid1_tsuchi.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv2.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 1 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t10 \t# number_of_entries<br />\tSnakeWhole_fire_helmet 10 \t# weight<br />\t8 \t# type<br />\tSnakeCrow_kan_iwate 10 \t# weight<br />\t1 \t# type<br />\tSnakeWhole_key 10&nbsp;&nbsp;\t# weight<br />\t8 \t# type<br />\tSnakeCrow 30&nbsp;&nbsp;\t# weight<br />\t1 \t# type<br />\tClover 40 \t# weight<br />\t6 \t# type<br />\tTamagoMushi 40 \t# weight<br />\t0 \t# type<br />\tKareOoinu_s 30 \t# weight<br />\t5 \t# type<br />\tOoinu_s 30 \t# weight<br />\t6 \t# type<br />\tEgg 40 \t# weight<br />\t0 \t# type<br />\tEgg 40 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t0 \t# num<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t3 \t# num<br />\t0 \t# captype<br />\tEgg 10 \t# weight<br />\t1 \t# type<br />\t0 \t# captype<br />\tEgg 10 \t# weight<br />\t1 \t# type<br />\t0 \t# captype<br />\tEgg 10 \t# weight<br />\t1 \t# type<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 17 \t# Sublevel_Num_-1<br />\t{f001} 4 17 \t# Sublevel_Num_-1<br />\t{f002} 4 49 \t# Num_Objects<br />\t{f003} 4 3 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.100000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 all_units_water_tsuchi.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t20 \t# number_of_entries<br />\tTadpole 50 \t# weight<br />\t6 \t# type<br />\tFrog 30 \t# weight<br />\t0 \t# type<br />\tMaroFrog 40&nbsp;&nbsp;\t# weight<br />\t1 \t# type<br />\tWtank 20&nbsp;&nbsp;\t# weight<br />\t1 \t# type<br />\tCatfish 70 \t# weight<br />\t0 \t# type<br />\tWaterOtakara 20 \t# weight<br />\t0 \t# type<br />\tKurage 20 \t# weight<br />\t0 \t# type<br />\tOniKurage 10 \t# weight<br />\t1 \t# type<br />\tJigumo 40 \t# weight<br />\t1 \t# type<br />\tMiniHoudai 20 \t# weight<br />\t1 \t# type<br />\tKumaChappy 10 \t# weight<br />\t1 \t# type<br />\tKumaKochappy 40 \t# weight<br />\t0 \t# type<br />\tQurione 20 \t# weight<br />\t6 \t# type<br />\tWakame_l 10 \t# weight<br />\t6 \t# type<br />\tWakame_s 10 \t# weight<br />\t6 \t# type<br />\tTukushi 20 \t# weight<br />\t6 \t# type<br />\tZenmai 20 \t# weight<br />\t6 \t# type<br />\tNekojarashi 20 \t# weight<br />\t6 \t# type<br />\tUmiMushiBlind_sinjyu 10 \t# weight<br />\t1 \t# type<br />\tFireChappy_akagai 10 \t# weight<br />\t1 \t# type<br />}<br /># ItemInfo<br />{<br />\t3 \t# num<br />\thotate 10\t# weight<br />\tmakigai 10\t# weight<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t3 \t# num<br />\t0 \t# captype<br />\tEgg 10 \t# weight<br />\t1 \t# type<br />\t0 \t# captype<br />\tEgg 10 \t# weight<br />\t1 \t# type<br />\t0 \t# captype<br />\tBluePom 10 \t# weight<br />\t1 \t# type<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 18 \t# Sublevel_Num_-1<br />\t{f001} 4 18 \t# Sublevel_Num_-1<br />\t{f002} 4 10 \t# Num_Objects<br />\t{f003} 4 1 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_king_tsuchi.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv3.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 1 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t5 \t# number_of_entries<br />\tZenmai 30 \t# weight<br />\t6 \t# type<br />\tUmiMushi_g_futa_koiwai 10 \t# weight<br />\t1 \t# type<br />\tDangoMushi_futa_a_silver 10 \t# weight<br />\t1 \t# type<br />\tWakame_l 20 \t# weight<br />\t6 \t# type<br />\tWakame_s 30 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo<br />{<br />\t1 \t# num<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 19 \t# Sublevel_Num_-1<br />\t{f001} 4 19 \t# Sublevel_Num_-1<br />\t{f002} 4 56 \t# Num_Objects<br />\t{f003} 4 4 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 6 \t# Num_Rooms<br />\t{f006} 4 0.200000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 vs_9_tsuchi.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv3.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 3 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t9 \t# number_of_entries<br />\tChappy 40 \t# weight<br />\t1 \t# type<br />\tKochappy 90 \t# weight<br />\t0 \t# type<br />\tYellowChappy 30 \t# weight<br />\t1 \t# type<br />\tYellowKochappy 90 \t# weight<br />\t0 \t# type<br />\tBlueChappy 40 \t# weight<br />\t1 \t# type<br />\tBlueKochappy 90 \t# weight<br />\t0 \t# type<br />\tBaby 80 \t# weight<br />\t0 \t# type<br />\tLeafChappy_key 10 \t# weight<br />\t1 \t# type<br />\tHikariKinoko 90 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo<br />{<br />\t4 \t# num<br />\tsilver_medal 10\t# weight<br />\tgold_medal 10\t# weight<br />\tdiamond_red_l 10\t# weight<br />\tdiamond_blue 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 20 \t# Sublevel_Num_-1<br />\t{f001} 4 20 \t# Sublevel_Num_-1<br />\t{f002} 4 40 \t# Num_Objects<br />\t{f003} 4 0 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_queen_b_tsuchi.txt \t# CaveUnits<br />\t{f009} -1 qchap_light.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 0 \t# Echo<br />\t{f012} 4 1 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t9 \t# number_of_entries<br />\tQueen_toy_ring_a_red 10 \t# weight<br />\t1 \t# type<br />\tBaby 70 \t# weight<br />\t0 \t# type<br />\tBaby 70 \t# weight<br />\t0 \t# type<br />\tBaby 70 \t# weight<br />\t0 \t# type<br />\tKingChappy_toy_teala 10 \t# weight<br />\t0 \t# type<br />\tKingChappy_key 10 \t# weight<br />\t0 \t# type<br />\tKingChappy 20 \t# weight<br />\t0 \t# type<br />\tHikariKinoko 80 \t# weight<br />\t6 \t# type<br />\tRock 60 \t# weight<br />\t5 \t# type<br />}<br /># ItemInfo<br />{<br />\t0 \t# num<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 21 \t# Sublevel_Num_-1<br />\t{f001} 4 21 \t# Sublevel_Num_-1<br />\t{f002} 4 21 \t# Num_Objects<br />\t{f003} 4 0 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 1 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_unit_16x17r_conc.txt \t# CaveUnits<br />\t{f009} -1 yakushima_3_16x17r_light.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 2 \t# Echo<br />\t{f012} 4 2 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t12 \t# number_of_entries<br />\tRandPom 20 \t# weight<br />\t1 \t# type<br />\tRedPom 10 \t# weight<br />\t1 \t# type<br />\tYellowPom 10 \t# weight<br />\t1 \t# type<br />\tBluePom 10 \t# weight<br />\t1 \t# type<br />\tWhitePom 10 \t# weight<br />\t0 \t# type<br />\tShijimiChou 20 \t# weight<br />\t0 \t# type<br />\tKogane_key 10 \t# weight<br />\t0 \t# type<br />\tFart 10 \t# weight<br />\t1 \t# type<br />\tWealthy 10 \t# weight<br />\t6 \t# type<br />\tQurione 20 \t# weight<br />\t0 \t# type<br />\tClover 50 \t# weight<br />\t6 \t# type<br />\tTanpopo 30 \t# weight<br />\t6 \t# type<br />}<br /># ItemInfo<br />{<br />\t0 \t# num<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 22 \t# Sublevel_Num_-1<br />\t{f001} 4 22 \t# Sublevel_Num_-1<br />\t{f002} 4 16 \t# Num_Objects<br />\t{f003} 4 0 \t# Num_Treasure<br />\t{f004} 4 5 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.120000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_bunki_tile.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 3 \t# Echo<br />\t{f012} 4 1 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 25 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t7 \t# number_of_entries<br />\tBigFoot_key 10 \t# weight<br />\t1 \t# type<br />\tBigFoot 30 \t# weight<br />\t6 \t# type<br />\tRkabuto 40 \t# weight<br />\t1 \t# type<br />\tKabuto 40 \t# weight<br />\t1 \t# type<br />\tMar_robot_head 10 \t# weight<br />\t0 \t# type<br />\tMar 10 \t# weight<br />\t0 \t# type<br />\tHanachirashi 20 \t# weight<br />\t0 \t# type<br />}<br /># ItemInfo<br />{<br />\t0 \t# num<br />}<br /># GateInfo<br />{<br />\t1 \t# num<br />\tgate 2000.000000 \t# life<br />\t1 \t# weight<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 23 \t# Sublevel_Num_-1<br />\t{f001} 4 23 \t# Sublevel_Num_-1<br />\t{f002} 4 41 \t# Num_Objects<br />\t{f003} 4 4 \t# Num_Treasure<br />\t{f004} 4 4 \t# Num_Gates<br />\t{f005} 4 3 \t# Num_Rooms<br />\t{f006} 4 0.200000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 3_units_d_f_ujikou_tile.txt \t# CaveUnits<br />\t{f009} -1 suityu_light_lv2.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 3 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t12 \t# number_of_entries<br />\tChappy 30 \t# weight<br />\t1 \t# type<br />\tBlueChappy 30 \t# weight<br />\t1 \t# type<br />\t$2MaroFrog 20 \t# weight<br />\t1 \t# type<br />\tMaroFrog 20 \t# weight<br />\t1 \t# type<br />\tFrog 20 \t# weight<br />\t0 \t# type<br />\tJigumo 30 \t# weight<br />\t0 \t# type<br />\tOniKurage 20 \t# weight<br />\t1 \t# type<br />\tKurage 20 \t# weight<br />\t0 \t# type<br />\tCatfish 60 \t# weight<br />\t0 \t# type<br />\tTamagoMushi 10 \t# weight<br />\t0 \t# type<br />\tHiba 80 \t# weight<br />\t5 \t# type<br />\tElecHiba 70 \t# weight<br />\t5 \t# type<br />}<br /># ItemInfo<br />{<br />\t4 \t# num<br />\ttoy_dog 10\t# weight<br />\tahiru 10\t# weight<br />\tahiru_head 10\t# weight<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t1 \t# num<br />\tgate 3000.000000 \t# life<br />\t1 \t# weight<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 24 \t# Sublevel_Num_-1<br />\t{f001} 4 24 \t# Sublevel_Num_-1<br />\t{f002} 4 58 \t# Num_Objects<br />\t{f003} 4 3 \t# Num_Treasure<br />\t{f004} 4 8 \t# Num_Gates<br />\t{f005} 4 4 \t# Num_Rooms<br />\t{f006} 4 0.050000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 vs_10_test_tile.txt \t# CaveUnits<br />\t{f009} -1 suityu_light_lv2.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 3 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 240.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t16 \t# number_of_entries<br />\tBlackMan 30 \t# weight<br />\t1 \t# type<br />\tBombSarai 60 \t# weight<br />\t1 \t# type<br />\tDemon 60 \t# weight<br />\t1 \t# type<br />\tMar_kan_kyokuyo 10 \t# weight<br />\t1 \t# type<br />\tHanachirashi 20 \t# weight<br />\t0 \t# type<br />\tTamagoMushi 40 \t# weight<br />\t0 \t# type<br />\tElecBug 60 \t# weight<br />\t0 \t# type<br />\tElecBug 60 \t# weight<br />\t1 \t# type<br />\tFireOtakara 20 \t# weight<br />\t0 \t# type<br />\tWaterOtakara 20 \t# weight<br />\t0 \t# type<br />\tGasOtakara 20 \t# weight<br />\t0 \t# type<br />\tElecOtakara 20 \t# weight<br />\t0 \t# type<br />\t$2BombOtakara 40 \t# weight<br />\t0 \t# type<br />\t$4BombOtakara 40 \t# weight<br />\t0 \t# type<br />\t$2Bomb 40 \t# weight<br />\t0 \t# type<br />\t$1Bomb 40 \t# weight<br />\t0 \t# type<br />}<br /># ItemInfo<br />{<br />\t3 \t# num<br />\tkan_nichiro 10\t# weight<br />\tkan_maruha 10\t# weight<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t1 \t# num<br />\tgate 4500.000000 \t# life<br />\t1 \t# weight<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 25 \t# Sublevel_Num_-1<br />\t{f001} 4 25 \t# Sublevel_Num_-1<br />\t{f002} 4 57 \t# Num_Objects<br />\t{f003} 4 1 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 6 \t# Num_Rooms<br />\t{f006} 4 0.250000 \t# CorridorProbability<br />\t{f007} 4 0 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 all_unit_tile.txt \t# CaveUnits<br />\t{f009} -1 normal_light_lv4.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 1 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 3 \t# Echo<br />\t{f012} 4 0 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t19 \t# number_of_entries<br />\tBigFoot_g_futa_titiyas 10 \t# weight<br />\t1 \t# type<br />\tQueen_chocoichigo_l 10 \t# weight<br />\t1 \t# type<br />\tBaby 90 \t# weight<br />\t1 \t# type<br />\tKingChappy_tape_yellow 10 \t# weight<br />\t1 \t# type<br />\tKumaChappy_g_futa_sikoku 10 \t# weight<br />\t1 \t# type<br />\tKumaKochappy 50 \t# weight<br />\t0 \t# type<br />\tMiniHoudai_g_futa_kitaama 10 \t# weight<br />\t1 \t# type<br />\tFireChappy_g_futa_kyusyu 10 \t# weight<br />\t1 \t# type<br />\tUmiMushiBlind_g_futa_sakotani 10 \t# weight<br />\t1 \t# type<br />\tBlueChappy 40 \t# weight<br />\t1 \t# type<br />\tBlueKochappy 80 \t# weight<br />\t0 \t# type<br />\tTank 20 \t# weight<br />\t0 \t# type<br />\tWtank 20 \t# weight<br />\t0 \t# type<br />\tElecBug 80 \t# weight<br />\t0 \t# type<br />\tLeafChappy 10 \t# weight<br />\t1 \t# type<br />\tQurione 20 \t# weight<br />\t0 \t# type<br />\tHiba 1 \t# weight<br />\t5 \t# type<br />\tElecHiba 1 \t# weight<br />\t5 \t# type<br />\tGasHiba 1 \t# weight<br />\t5 \t# type<br />}<br /># ItemInfo<br />{<br />\t1 \t# num<br />\tkey 10\t# weight<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t1 \t# num<br />\t0 \t# captype<br />\t$1WhitePom 10 \t# weight<br />\t1 \t# type<br />}<br /># FloorInfo<br />{<br />\t{f000} 4 26 \t# Sublevel_Num_-1<br />\t{f001} 4 26 \t# Sublevel_Num_-1<br />\t{f002} 4 7 \t# Num_Objects<br />\t{f003} 4 0 \t# Num_Treasure<br />\t{f004} 4 0 \t# Num_Gates<br />\t{f005} 4 1 \t# Num_Rooms<br />\t{f006} 4 0.000000 \t# CorridorProbability<br />\t{f007} 4 1 \t&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1=Geyser_0=No_Geyser<br />\t{f008} -1 1_units_otakara_tile.txt \t# CaveUnits<br />\t{f009} -1 oootakara_light.ini&nbsp;&nbsp;# Lighting<br />\t{f00A} -1 none\t# Skybox<br />\t{f010} 4 0 \t# 1=HoleIsClogged_0=NotClogged<br />\t{f011} 4 3 \t# Echo<br />\t{f012} 4 1 \t# Music_type<br />\t{f013} 4 0 \t# 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge<br />\t{f014} 4 0 \t# Dead_end_Probability<br />\t{f015} 4 1 \t# FileFormatVersion<br />\t{f016} 4 0.000000 \t# Water_Wraith_Timer<br />\t{f017} 4 0 \t# &rsquo;&frac34;&sbquo;&THORN;&bull;&Ccedil;<br />\t{_eof} <br />}<br /># TekiInfo<br />{<br />\t5 \t# number_of_entries<br />\tBigTreasure 10 \t# weight<br />\t1 \t# type<br />\tBigFoot_key 10 \t# weight<br />\t1 \t# type<br />\tBigFoot 20 \t# weight<br />\t1 \t# type<br />\tOoPanModoki 20 \t# weight<br />\t0 \t# type<br />\tDamagumo 10 \t# weight<br />\t0 \t# type<br />}<br /># ItemInfo<br />{<br />\t0 \t# num<br />}<br /># GateInfo<br />{<br />\t0 \t# num<br />}<br /># CapInfo<br />{<br />\t0 \t# num<br />}</span>",
  "pools_count": 0,
  "title": "my_cave_ch_version",
  "deleted": "f",
  "public": "t",
  "mimetype": "text/plain",
  "pagecount": "1",
  "rating_id": "0",
  "rating_name": "General",
  "ratings": [],
  "submission_type_id": "12",
  "type_name": "Writing - Document",
  "guest_block": "f",
  "friends_only": "f",
  "comments_count": "0",
  "views": "36"
}