# CaveInfo { {c000} 4 27 #Number_of_sublevels_in_cave_my_cave_has_65_treasures {_eof} } 27 # FloorInfo { {f000} 4 0 # Sublevel_Number_Minus_One {f001} 4 0 # SameAsAbove {f002} 4 24 # IdealMaxNumOf_Objects {f003} 4 3 # IdealMaxNumOf_Treasure(Treasures_In_Enemies_Not_Counted) {f004} 4 0 # IdealMaxNumOf_Gates {f005} 4 2 # NumOfRooms {f006} 4 0.200000 # CorridorProbability {f007} 4 0 # 1_If_Theres_A_Geyser_0_If_No_Geyser {f008} -1 1_NARI_4x4c_conc.txt # CaveUnitDefinitionFileName {f009} -1 normal_light_lv0.ini # LightingUnitDefinitionFileName {f00A} -1 none # SKybox_none_f010_vrbox_ice_test_build_hiroba_flooring_tatami {f010} 4 0 # 1_If_Next_Sublevel_Hole_Is_Clogged_0_If_Not {f011} 4 2 # Echo_Strength_0_for_longest_echo_to_5_for_Shortest {f012} 4 0 # Music_type_0_Is_normal_1_is_mute_until_boss_2_is_rest_sublevel {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 50 # Dead_end_Probability_in_%_0_-_100 {f015} 4 1 # FileFormatVersion_1_normal_0_ignore_Dead_end_spawns {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 5 # number_of_entries UjiA 50 # weight 0 # type UjiB 50 # weight 0 # type Tobi 80 # weight 0 # type Wakame_s 40 # weight 6 # type Wakame_l 20 # weight 6 # type } # ItemInfo_(Treasures) { 3 # number_of_entries kuri 10 # weight dia_a_green 10 # weight key 10 # weight } # GateInfo { 0 # num } # CapInfo_(dead_end_category_objects) { 1 # number_of_entries 0 # captype_(always_0) $1Sokkuri 10 # weight 1 # type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject } # FloorInfo { {f000} 4 1 # Sublevel_Num_-1 {f001} 4 1 # Sublevel_Num_-1 {f002} 4 21 # Num_Objects {f003} 4 2 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_units_torigoya_Kusachi.txt # Cave_Units {f009} -1 normal_light_lv0.ini # Lighting {f00A} -1 none # SKybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 8 # number_of_entries UjiA 40 # weight 0 # type UjiB 50 # weight 0 # type Tobi 50 # weight 0 # type TamagoMushi 10 # weight 0 # type TamagoMushi 10 # weight 0 # type SnakeCrow_bird_hane 10 # weight 1 # type SnakeCrow_key 10 # weight 1 # type egg 30 # weight 1 # type } # ItemInfo_(Treasures) { 1 # number_of_entries bane_yellow 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 2 # Sublevel_Num_-1 {f001} 4 2 # Sublevel_Num_-1 {f002} 4 34 # Num_Objects {f003} 4 5 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 3_ABE_5x5a_ike_big_kusachi.txt # CaveUnits {f009} -1 kusachi_light_lv0.ini # Lighting {f00A} -1 hiroba # SKybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 4 # Echo {f012} 4 0 # Music_type {f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 100 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 13 # number_of_entries Sokkuri 40 # weight 0 # type Kogane 20 # weight 0 # type Tobi 80 # weight 0 # type Armor 40 # weight 1 # type Frog 30 # weight 0 # type Hana 40 # weight 1 # type Damagumo 10 # weight 1 # type ShijimiChou 10 # weight 6 # type Magaret 20 # weight 6 # type Tanpopou 10 # weight 6 # type Watage 10 # weight 6 # type Ooinu_s 20 # weight 6 # type Ooinu_l 10 # weight 6 # type } # ItemInfo_(Treasures) { 5 # number_of_entries leaf_yellow 10 # weight leaf_normal 10 # weight momiji_red 10 # weight momiji_kare 10 # weight key 10 # weight } # GateInfo { 0 # num } # CapInfo_(deadends) { 1 # number_of_entries 0 # captype_(always_0) $1egg 20 # weight 1 # type_0_for_two_objects_to_spawn_in_the_same_spot_1_foroneobject } # FloorInfo { {f000} 4 3 # Sublevel_Num_-1 {f001} 4 3 # Sublevel_Num_-1 {f002} 4 7 # Num_Objects {f003} 4 2 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_MAT_tower2_toy.txt # CaveUnits {f009} -1 toy_light_cha.ini # Lighting {f00A} -1 flooring # SKybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 0 # Music_type {f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 5 # number_of_entries FminiHoudai 10 # weight 8 # type MiniHoudai_key 10 # weight 1 # type Mar 20 # weight 1 # type Hanachirashi 20 # weight 0 # type Chiyogami 10 # weight 6 # type } # ItemInfo_(Treasures) { 2 # number_of_entries yoyo_red 10 # weight donutsichigo_s 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 4 # Sublevel_Num_-1 {f001} 4 4 # Sublevel_Num_-1 {f002} 4 22 # Num_Objects {f003} 4 3 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 4_ABE_hit6x6_hit4x7_mid8_sml5_toy.txt # CaveUnits {f009} -1 yakushima_2_light.ini # Lighting {f00A} -1 flooring # SKybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 5 # Echo {f012} 4 0 # Music_type {f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 4 # number_of_entries KumaChappy 20 # weight 1 # type KumaKochappy 70 # weight 0 # type KumaKochappy 70 # weight 0 # type KumaKochappy 60 # weight 0 # type } # ItemInfo_(Treasures) { 3 # number_of_entries bane_red 10 # weight bell 10 # weight key 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 5 # Sublevel_Num_-1 {f001} 4 5 # Sublevel_Num_-1 {f002} 4 23 # Num_Objects {f003} 4 4 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_units_opan_toy.txt # CaveUnits {f009} -1 toy_light_cha.ini # Lighting {f00A} -1 flooring # SKybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 5 # Echo {f012} 4 0 # Music_type {f013} 4 1 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 6 # number_of_entries OoPanModoki_key 10 # weight 8 # type PanModoki 20 # weight 1 # type Kochappy 90 # weight 0 # type Hiba 50 # weight 0 # type ElecHiba 40 # weight 6 # type Egg 20 0 # type } # ItemInfo_(Treasures) { 4 # number_of_entries dia_b_green 10 # weight medama_yaki 10 # weight apple_blue 10 # weight chess_queen_white 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 6 # Sublevel_Num_-1 {f001} 4 6 # Sublevel_Num_-1 {f002} 4 8 # Num_Objects {f003} 4 1 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 1 # 1=Geyser_0=No_Geyser {f008} -1 1_units_white_metal.txt # CaveUnits {f009} -1 forest_2_siro_light.ini # Lighting {f00A} -1 none # SKybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 2 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {_eof} } # TekiInfo { 6 # number_of_entries RedPom 10 # weight 1 # type BluePom 10 # weight 1 # type YellowPom 10 # weight 1 # type WhitePom 10 # weight 1 # type Kogane 20 # weight 6 # type KareOoinu_s 20 # weight 6 # type } # ItemInfo { 1 # num key 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 7 # Sublevel_Num_-1 {f001} 4 7 # Sublevel_Num_-1 {f002} 4 49 # Num_Objects {f003} 4 2 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.120000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 all_units_metal.txt # CaveUnits {f009} -1 metal_light_lv2.ini # Lighting {f00A} -1 test # SKybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 1 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 50 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 15 # number_of_entries Hiba 70 # weight 0 # type GasHiba 50 # weight 6 # type ElecHiba 60 # weight 5 # type Tank 30 # weight 1 # type Wtank 40 # weight 0 # type ElecBug 60 # weight 1 # type FireOtakara 20 # weight 0 # type WaterOtakara 20 # weight 0 # type GasOtakara 20 # weight 0 # type ElecOtakara 20 # weight 0 # type DaiodoRed 30 # weight 6 # type DaiodoGreen 40 # weight 6 # type FireChappy_sinkukan 10 # weight 1 # type FireChappy_key 10 # weight 1 # type Fuefuki 10 # weight 1 # type } # ItemInfo { 2 # num bolt_l 10 # weight gear 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 8 # Sublevel_Num_-1 {f001} 4 8 # Sublevel_Num_-1 {f002} 4 33 # Num_Objects {f003} 4 2 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 3 # Num_Rooms {f006} 4 0.200000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 3_units_cent_h235_tower_metal.txt # CaveUnits {f009} -1 houdai_light.ini # Lighting {f00A} -1 build # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 1 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 50 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 15 # number_of_entries FminiHoudai_key 10 # weight 8 # type MiniHoudai 20 # weight 1 # type BombSarai 20 # weight 5 # type Bomb 50 # weight 1 # type Bomb 50 # weight 0 # type Bomb 50 # weight 0 # type $4Bomb 50 # weight 0 # type $4Bomb 50 # weight 0 # type $4BombOtakara 30 # weight 1 # type } # ItemInfo { 2 # num gum_tape 10 # weight denchi_3_black 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 9 # Sublevel_Num_-1 {f001} 4 9 # Sublevel_Num_-1 {f002} 4 9 # Num_Objects {f003} 4 1 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_units_houdai2_metal.txt # CaveUnits {f009} -1 metal_light_lv4.ini # Lighting {f00A} -1 test # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 1 # Echo {f012} 4 1 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 3 # number_of_entries Houdai_sinkukan_c 10 # weight 1 # type Damagumo 40 # weight 0 # type Damagumo 40 # weight 6 # type } # ItemInfo { 1 # num key 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 10 # Sublevel_Num_-1 {f001} 4 10 # Sublevel_Num_-1 {f002} 4 6 # Num_Objects {f003} 4 1 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 3 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 1 # 1=Geyser_0=No_Geyser {f008} -1 3_units_f_k_pypes_conc.txt # CaveUnits {f009} -1 suityu_light_lv1.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 2 # Echo {f012} 4 2 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 300.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 3 # number_of_entries BlackMan 10 # weight 1 # type Wealthy 40 # weight 0 # type RandPom 10 # weight 1 # type } # ItemInfo { 1 # num key 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 11 # Sublevel_Num_-1 {f001} 4 11 # Sublevel_Num_-1 {f002} 4 33 # Num_Objects {f003} 4 3 # Num_Treasure {f004} 4 8 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.200000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 4_units_f_g_i_spiral_conc.txt # CaveUnits {f009} -1 normal_light_lv4.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 2 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 50 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 300.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 9 # number_of_entries BlackMan 10 # weight 1 # type Rkabuto 30 # weight 1 # type Kabuto 40 # weight 0 # type Miulin 30 # weight 1 # type Chappy 40 # weight 1 # type Kochappy 80 # weight 0 # type Kochappy 80 # weight 0 # type KingChappy_chocolate_l 10 # weight 1 # type KingChappy_key 10 # weight 1 # type } # ItemInfo { 3 # num cookie_u_l 10 # weight cookie_m_l 10 # weight cookie_s 10 # weight } # GateInfo { 1 # num gate 4000.000000 # life 1 # weight } # CapInfo { 0 # num } # FloorInfo { {f000} 4 12 # Sublevel_Num_-1 {f001} 4 12 # Sublevel_Num_-1 {f002} 4 30 # Num_Objects {f003} 4 3 # Num_Treasure {f004} 4 8 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.200000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 4_ABE_d_pypeo_pypen_dani_conc.txt # CaveUnits {f009} -1 normal_light_lv4.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 2 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 50 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 300.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 8 # number_of_entries BlackMan 20 # weight 1 # type Mar 40 # weight 1 # type Mar_donutschoco 10 # weight 1 # type PanModoki 20 # weight 0 # type Miulin 30 # weight 0 # type Sarai 30 # weight 0 # type Demon 70 # weight 0 # type BombSarai 80 # weight 1 # type } # ItemInfo { 3 # num chocowhite_l 10 # weight chocoichigo 10 # weight key 10 # weight } # GateInfo { 1 # num gate 4000.000000 # life 1 # weight } # CapInfo { 0 # num } # FloorInfo { {f000} 4 13 # Sublevel_Num_-1 {f001} 4 13 # Sublevel_Num_-1 {f002} 4 15 # Num_Objects {f003} 4 1 # Num_Treasure {f004} 4 8 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.200000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 4_NARI_4x4eg_hitm_manp_conc.txt # CaveUnits {f009} -1 normal_light_lv4.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 2 # Echo {f012} 4 1 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 50 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 200.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 4 # number_of_entries BlackMan 40 # weight 1 # type Houdai_key 10 # weight 8 # type GasOtakara 50 # weight 0 # type ElecOtakara 50 # weight 0 # type } # ItemInfo { 1 # num baum_kuchen 10 # weight } # GateInfo { 1 # num gate 4000.000000 # life 1 # weight } # CapInfo { 0 # num } # FloorInfo { {f000} 4 14 # Sublevel_Num_-1 {f001} 4 14 # Sublevel_Num_-1 {f002} 4 25 # Num_Objects {f003} 4 0 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 3 # Num_Rooms {f006} 4 0.120000 # CorridorProbability {f007} 4 1 # 1=Geyser_0=No_Geyser {f008} -1 1_MAT_cent2_tsuchi.txt # CaveUnits {f009} -1 normal_light_lv0.ini # Lighting {f00A} -1 none # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 2 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 25 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 8 # number_of_entries ElecBug 50 # weight 1 # type ElecBug 50 # weight 0 # type Fuefuki_key 10 # weight 1 # type Rock 80 # weight 0 # type Kogane 20 # weight 6 # type Fart 20 # weight 5 # type RedPom 10 # weight 1 # type BluePom 10 # weight 1 # type } # ItemInfo { 0 # num } # GateInfo { 0 # num } # CapInfo { 2 # num 0 # captype YellowPom 10 # weight 1 # type 0 # captype WhitePom 10 # weight 1 # type } # FloorInfo { {f000} 4 15 # Sublevel_Num_-1 {f001} 4 15 # Sublevel_Num_-1 {f002} 4 55 # Num_Objects {f003} 4 4 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.120000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 E3_units_tsuchi.txt # CaveUnits {f009} -1 normal_light_lv4.ini # Lighting {f00A} -1 none # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 50 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 17 # number_of_entries UjiA 50 # weight 0 # type UjiB 50 # weight 0 # type Tobi 50 # weight 0 # type Tobi 50 # weight 0 # type ElecBug 40 # weight 0 # type ElecBug 40 # weight 1 # type Armor 60 # weight 1 # type Fuefuki 10 # weight 1 # type Sarai 30 # weight 0 # type Demon 30 # weight 1 # type BombSarai 40 # weight 1 # type Fart 10 # weight 5 # type Kogane 10 # weight 6 # type KareOoinu_s 30 # weight 5 # type KareOoinu_l 20 # weight 5 # type Ooinu_s 30 # weight 6 # type Ooinu_l 20 # weight 6 # type } # ItemInfo { 4 # num futa_a_gold 10 # weight creap 10 # weight kan_b_silver 10 # weight key 10 # weight } # GateInfo { 0 # num } # CapInfo { 2 # num 0 # captype Egg 10 # weight 1 # type 0 # captype $1Egg 10 # weight 1 # type } # FloorInfo { {f000} 4 16 # Sublevel_Num_-1 {f001} 4 16 # Sublevel_Num_-1 {f002} 4 28 # Num_Objects {f003} 4 0 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 2 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_ABE_mid1_tsuchi.txt # CaveUnits {f009} -1 normal_light_lv2.ini # Lighting {f00A} -1 none # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 1 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 10 # number_of_entries SnakeWhole_fire_helmet 10 # weight 8 # type SnakeCrow_kan_iwate 10 # weight 1 # type SnakeWhole_key 10 # weight 8 # type SnakeCrow 30 # weight 1 # type Clover 40 # weight 6 # type TamagoMushi 40 # weight 0 # type KareOoinu_s 30 # weight 5 # type Ooinu_s 30 # weight 6 # type Egg 40 # weight 0 # type Egg 40 # weight 1 # type } # ItemInfo { 0 # num } # GateInfo { 0 # num } # CapInfo { 3 # num 0 # captype Egg 10 # weight 1 # type 0 # captype Egg 10 # weight 1 # type 0 # captype Egg 10 # weight 1 # type } # FloorInfo { {f000} 4 17 # Sublevel_Num_-1 {f001} 4 17 # Sublevel_Num_-1 {f002} 4 49 # Num_Objects {f003} 4 3 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.100000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 all_units_water_tsuchi.txt # CaveUnits {f009} -1 normal_light_lv4.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # 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Sublevel_Num_-1 {f002} 4 10 # Num_Objects {f003} 4 1 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_units_king_tsuchi.txt # CaveUnits {f009} -1 normal_light_lv3.ini # Lighting {f00A} -1 none # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 1 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 5 # number_of_entries Zenmai 30 # weight 6 # type UmiMushi_g_futa_koiwai 10 # weight 1 # type DangoMushi_futa_a_silver 10 # weight 1 # type Wakame_l 20 # weight 6 # type Wakame_s 30 # weight 6 # type } # ItemInfo { 1 # num key 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 19 # Sublevel_Num_-1 {f001} 4 19 # Sublevel_Num_-1 {f002} 4 56 # Num_Objects {f003} 4 4 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 6 # Num_Rooms {f006} 4 0.200000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 vs_9_tsuchi.txt # CaveUnits {f009} -1 normal_light_lv3.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 3 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 9 # number_of_entries Chappy 40 # weight 1 # type Kochappy 90 # weight 0 # type YellowChappy 30 # weight 1 # type YellowKochappy 90 # weight 0 # type BlueChappy 40 # weight 1 # type BlueKochappy 90 # weight 0 # type Baby 80 # weight 0 # type LeafChappy_key 10 # weight 1 # type HikariKinoko 90 # weight 6 # type } # ItemInfo { 4 # num silver_medal 10 # weight gold_medal 10 # weight diamond_red_l 10 # weight diamond_blue 10 # weight } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 20 # Sublevel_Num_-1 {f001} 4 20 # Sublevel_Num_-1 {f002} 4 40 # Num_Objects {f003} 4 0 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_units_queen_b_tsuchi.txt # CaveUnits {f009} -1 qchap_light.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 0 # Echo {f012} 4 1 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 9 # number_of_entries Queen_toy_ring_a_red 10 # weight 1 # type Baby 70 # weight 0 # type Baby 70 # weight 0 # type Baby 70 # weight 0 # type KingChappy_toy_teala 10 # weight 0 # type KingChappy_key 10 # weight 0 # type KingChappy 20 # weight 0 # type HikariKinoko 80 # weight 6 # type Rock 60 # weight 5 # type } # ItemInfo { 0 # num } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 21 # Sublevel_Num_-1 {f001} 4 21 # Sublevel_Num_-1 {f002} 4 21 # Num_Objects {f003} 4 0 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 1 # 1=Geyser_0=No_Geyser {f008} -1 1_unit_16x17r_conc.txt # CaveUnits {f009} -1 yakushima_3_16x17r_light.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 2 # Echo {f012} 4 2 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 12 # number_of_entries RandPom 20 # weight 1 # type RedPom 10 # weight 1 # type YellowPom 10 # weight 1 # type BluePom 10 # weight 1 # type WhitePom 10 # weight 0 # type ShijimiChou 20 # weight 0 # type Kogane_key 10 # weight 0 # type Fart 10 # weight 1 # type Wealthy 10 # weight 6 # type Qurione 20 # weight 0 # type Clover 50 # weight 6 # type Tanpopo 30 # weight 6 # type } # ItemInfo { 0 # num } # GateInfo { 0 # num } # CapInfo { 0 # num } # FloorInfo { {f000} 4 22 # Sublevel_Num_-1 {f001} 4 22 # Sublevel_Num_-1 {f002} 4 16 # Num_Objects {f003} 4 0 # Num_Treasure {f004} 4 5 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.120000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 1_units_bunki_tile.txt # CaveUnits {f009} -1 normal_light_lv4.ini # Lighting {f00A} -1 none # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 3 # Echo {f012} 4 1 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 25 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 7 # number_of_entries BigFoot_key 10 # weight 1 # type BigFoot 30 # weight 6 # type Rkabuto 40 # weight 1 # type Kabuto 40 # weight 1 # type Mar_robot_head 10 # weight 0 # type Mar 10 # weight 0 # type Hanachirashi 20 # weight 0 # type } # ItemInfo { 0 # num } # GateInfo { 1 # num gate 2000.000000 # life 1 # weight } # CapInfo { 0 # num } # FloorInfo { {f000} 4 23 # Sublevel_Num_-1 {f001} 4 23 # Sublevel_Num_-1 {f002} 4 41 # Num_Objects {f003} 4 4 # Num_Treasure {f004} 4 4 # Num_Gates {f005} 4 3 # Num_Rooms {f006} 4 0.200000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 3_units_d_f_ujikou_tile.txt # CaveUnits {f009} -1 suityu_light_lv2.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 3 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 12 # number_of_entries Chappy 30 # weight 1 # type BlueChappy 30 # weight 1 # type $2MaroFrog 20 # weight 1 # type MaroFrog 20 # weight 1 # type Frog 20 # weight 0 # type Jigumo 30 # weight 0 # type OniKurage 20 # weight 1 # type Kurage 20 # weight 0 # type Catfish 60 # weight 0 # type TamagoMushi 10 # weight 0 # type Hiba 80 # weight 5 # type ElecHiba 70 # weight 5 # type } # ItemInfo { 4 # num toy_dog 10 # weight ahiru 10 # weight ahiru_head 10 # weight key 10 # weight } # GateInfo { 1 # num gate 3000.000000 # life 1 # weight } # CapInfo { 0 # num } # FloorInfo { {f000} 4 24 # Sublevel_Num_-1 {f001} 4 24 # Sublevel_Num_-1 {f002} 4 58 # Num_Objects {f003} 4 3 # Num_Treasure {f004} 4 8 # Num_Gates {f005} 4 4 # Num_Rooms {f006} 4 0.050000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 vs_10_test_tile.txt # CaveUnits {f009} -1 suityu_light_lv2.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 3 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 240.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 16 # number_of_entries BlackMan 30 # weight 1 # type BombSarai 60 # weight 1 # type Demon 60 # weight 1 # type Mar_kan_kyokuyo 10 # weight 1 # type Hanachirashi 20 # weight 0 # type TamagoMushi 40 # weight 0 # type ElecBug 60 # weight 0 # type ElecBug 60 # weight 1 # type FireOtakara 20 # weight 0 # type WaterOtakara 20 # weight 0 # type GasOtakara 20 # weight 0 # type ElecOtakara 20 # weight 0 # type $2BombOtakara 40 # weight 0 # type $4BombOtakara 40 # weight 0 # type $2Bomb 40 # weight 0 # type $1Bomb 40 # weight 0 # type } # ItemInfo { 3 # num kan_nichiro 10 # weight kan_maruha 10 # weight key 10 # weight } # GateInfo { 1 # num gate 4500.000000 # life 1 # weight } # CapInfo { 0 # num } # FloorInfo { {f000} 4 25 # Sublevel_Num_-1 {f001} 4 25 # Sublevel_Num_-1 {f002} 4 57 # Num_Objects {f003} 4 1 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 6 # Num_Rooms {f006} 4 0.250000 # CorridorProbability {f007} 4 0 # 1=Geyser_0=No_Geyser {f008} -1 all_unit_tile.txt # CaveUnits {f009} -1 normal_light_lv4.ini # Lighting {f00A} -1 none # Skybox {f010} 4 1 # 1=HoleIsClogged_0=NotClogged {f011} 4 3 # Echo {f012} 4 0 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 19 # number_of_entries BigFoot_g_futa_titiyas 10 # weight 1 # type Queen_chocoichigo_l 10 # weight 1 # type Baby 90 # weight 1 # type KingChappy_tape_yellow 10 # weight 1 # type KumaChappy_g_futa_sikoku 10 # weight 1 # type KumaKochappy 50 # weight 0 # type MiniHoudai_g_futa_kitaama 10 # weight 1 # type FireChappy_g_futa_kyusyu 10 # weight 1 # type UmiMushiBlind_g_futa_sakotani 10 # weight 1 # type BlueChappy 40 # weight 1 # type BlueKochappy 80 # weight 0 # type Tank 20 # weight 0 # type Wtank 20 # weight 0 # type ElecBug 80 # weight 0 # type LeafChappy 10 # weight 1 # type Qurione 20 # weight 0 # type Hiba 1 # weight 5 # type ElecHiba 1 # weight 5 # type GasHiba 1 # weight 5 # type } # ItemInfo { 1 # num key 10 # weight } # GateInfo { 0 # num } # CapInfo { 1 # num 0 # captype $1WhitePom 10 # weight 1 # type } # FloorInfo { {f000} 4 26 # Sublevel_Num_-1 {f001} 4 26 # Sublevel_Num_-1 {f002} 4 7 # Num_Objects {f003} 4 0 # Num_Treasure {f004} 4 0 # Num_Gates {f005} 4 1 # Num_Rooms {f006} 4 0.000000 # CorridorProbability {f007} 4 1 # 1=Geyser_0=No_Geyser {f008} -1 1_units_otakara_tile.txt # CaveUnits {f009} -1 oootakara_light.ini # Lighting {f00A} -1 none # Skybox {f010} 4 0 # 1=HoleIsClogged_0=NotClogged {f011} 4 3 # Echo {f012} 4 1 # Music_type {f013} 4 0 # 1_if_invisible_solid_plane_0_If_Pikmin_can_fall_off_edge {f014} 4 0 # Dead_end_Probability {f015} 4 1 # FileFormatVersion {f016} 4 0.000000 # Water_Wraith_Timer {f017} 4 0 # ’¾‚Þ•Ç {_eof} } # TekiInfo { 5 # number_of_entries BigTreasure 10 # weight 1 # type BigFoot_key 10 # weight 1 # type BigFoot 20 # weight 1 # type OoPanModoki 20 # weight 0 # type Damagumo 10 # weight 0 # type } # ItemInfo { 0 # num } # GateInfo { 0 # num } # CapInfo { 0 # num }