Plants Vs Zombies 2 Dark Ages Plants Vs Zombies 2 Dark Ages Concept Art
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| Plants vs. Zombies 2: It's About Time |
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| Programmer: PopCap Games |
| | This page is loooong... Consider grouping related content into additional subpages to ease readability. |
| | This game is even so under agile development. Be aware that any unused content y'all notice may become used or removed in the future. Please only add together things to the commodity that are unlikely to ever exist used, or went unused for some time. If they exercise get used, please remove them from the page and specify in the edit summary! |
| | This folio sucks. If you could make information technology suck less, that would be awesome . Specifically: This folio has a lot of strange formatting, organization, and is overall quite messy, not to mention very outdated. This should actually get some more piece of work done on it |
A new Plants vs. Zombies game? It's about damn time.
This game notably found a release in China that has completely dissimilar mechanics, avails and content. For more details, click hither.
| | To do: There are two pages on the Plants vs. Zombies Wiki that have more unused content and more than upcoming data than this page. Add them here. (Also, update this page to be in line with the latest release.) |
| | To do: evidently I have heard nigh concept art for plants that never made it into the final game (like the mammoth nut), tin can someone put it in a epitome/prerelease article? |
Contents
- ane Unused/Prototype Plants
- i.1 Far Future descriptions
- 1.1.1 Starfruit
- 1.1.2 Citron
- ane.one.3 Laser Bean
- 1.1.4 Tile Turnip
- i.ane.five Marigold
- 1.2 Dark Ages Unused Plants
- 1.two.one Pult-shroom
- ane.2.2 Scaredy-shroom
- one.iii Dark Ages Descriptions
- 1.iii.1 Puff-shroom
- i.1 Far Future descriptions
- 2 Unused Powerups
- 2.1 Valuable Mowers Upgrade
- ii.2 Longer Powerup Elapsing Upgrade
- 2.three Collectable Bacon
- ii.four Vase Breaker Powerup
- 2.five Reddish Bomb Powerup
- 3 Unused Levels
- iii.ane Very Early Lost Metropolis Day ane
- 3.2 Early Lost Metropolis Day 17
- iii.iii Far Future
- three.3.1 Hero Cleopatra Zombie
- 3.three.2 Zombie Pet
- 3.4 Nighttime Ages
- three.5 Beta Penny's Pursuit
- iii.half-dozen The Embankment
- 3.6.1 Unused Text
- iii.vii Frostbite Caves
- 3.viii Lost Metropolis
- iii.nine Neon Mixtape Tour
- 3.10 Jurassic Marsh
- 3.11 Modern Day
- 4 Unused Items
- 5 Unused Zombies
- 5.1 ZombieProto
- six Oddities
- half-dozen.ane Endless Minigames
- 6.2 Blank Text Entries
- 7 Early and Internal Names
- 7.i Plants
- 7.2 Zombies
- vii.3 Penny'due south Early on Name
- 8 PC Release Text
- nine XML Files
- 9.1 Framework Strings
- nine.two Shop XML File
- 10 Developer Documentations?
- 11 Development Leftovers
- eleven.ane RSG Compilation Scripts?
- 12 Debugging Material
- xiii Developer Mentions
Unused/Prototype Plants
Dissimilar the other plants, these lack a description header and plantfood text.
Far Hereafter descriptions
Descriptions that have been inverse with plants from Far Time to come.
Starfruit
Present in the code since the game'south launch, although its clarification was changed. It is verbatim what Starfruit'south Almanac entry was in the previous game, and was likely used equally a placeholder until a new joke was written.
[STARFRUIT] Starfruit [STARFRUIT_DESCRIPTION] {Flavor}"Aw, man," says Starfruit. "I went to the dentist the other twenty-four hour period and he said I take four cavities. I've got --count it-- ONE tooth! Four cavities in 1 tooth? How does this happen?" [STARFRUIT_DESCRIPTION_HEADER] Starfruits shoot stars in 5 directions. [STARFRUIT_PLANTFOOD] STARFRUIT_PLANTFOOD [STARFRUIT_TOOLTIP] Shoots stars in 5 directions Citron
Also present in the code since the game's launch, though (again) its description was changed. ('too' is misspelled as 'to')
[CITRON] Citron [CITRON_DESCRIPTION] {Flavour}Since he was a young citrus he tried to donate plasma to help out people, just his juices were to acidic. And so he discovered how to donate a unlike kind of plasma. [CITRON_DESCRIPTION_HEADER] Citrons shoot powerful balls of plasma. [CITRON_TOOLTIP] Shoots powerful balls of plasma Light amplification by stimulated emission of radiation Bean
Also present in the code since the game's launch, though (again) its description was changed.
[LASER_BEAN] Laser Bean [LASER_BEAN_DESCRIPTION] {KEYWORD}Range: {STAT}all zombies in a lane {FLAVOR}Was just a regular edible bean until a lab blow involving a chemical spill and a radioactive weevil gave him foreign powers beyond those of normal beans. [LASER_BEAN_DESCRIPTION_HEADER] Laser Beans fire downwardly a lane, striking all zombies ahead of it. [LASER_BEAN_PLANTFOOD] LASER_BEAN_PLANTFOOD [LASER_BEAN_TOOLTIP] Shoots a laser that pierces through zombies Tile Turnip
Also nowadays in the code since the game's launch, though (over again) its description was changed.
[POWERPLANT] Tile Turnip [POWERPLANT_DESCRIPTION] {Flavour}Through great sacrifice comes groovy Ability Tiles. Such is the way of the Tile Turnip. [POWERPLANT_DESCRIPTION_HEADER] Tile Turnips create a Ability Tile on planting. [POWERPLANT_TOOLTIP] Creates a Power Tile Marigold
Present on the game'southward loading screen and in the shop in the Chinese version, although it currently only appears during gameplay in the Zen Garden. With external modifications, information technology can be used in normal levels.
If used in normal levels, the Marigold acts like it did in the first game, although it may sometimes go to sleep. As well, its plant food ability will produce a lot of coins and kill the constitute.
[MARIGOLD] Marigold [MARIGOLD_DESCRIPTION] {KEYWORD}Special: {STAT}gives coins {FLAVOR}Marigold spends a lot of fourth dimension deciding whether to spit out a argent money or a aureate one. She thinks most information technology, weighs the angles. She does solid research and keeps upwardly with electric current publications. That's how winners stay alee. [MARIGOLD_DESCRIPTION_HEADER] Marigolds requite you lot coins. [MARIGOLD_PLANTFOOD] MARIGOLD_PLANTFOOD [MARIGOLD_TOOLTIP] Gives you coins Dark Ages Unused Plants
Pult-shroom
[PULTSHROOM] Pult-shroom [PULTSHROOM_DESCRIPTION] TO-Do [PULTSHROOM_DESCRIPTION_HEADER] Pult-shroom flings projectiles over obstacles at the enemy. Information technology flings more projectiles over fourth dimension. [PULTSHROOM_TOOLTIP] Flings more than projectiles over time
Scaredy-shroom
[SCAREDYSHROOM] Scaredy-shroom [SCAREDYSHROOM_DESCRIPTION] TO-DO [SCAREDYSHROOM_DESCRIPTION_HEADER] Scaredy-shroom is a long-range shooter that hides when enemies get near it. [SCAREDYSHROOM_TOOLTIP] Long-range shooter, hides when enemies are nearby
This plant was going to return from the first game, however, when cactus was reintroduced from the beginning game, it was given this power to hide (as it was given dissimilar abilities), but it hurts the zombies like how Spikeweed and Spikerock did.
Dark Ages Descriptions
Puff-shroom
[PUFFSHROOM] Puff-shroom [PUFFSHROOM_DESCRIPTION] TO-DO [PUFFSHROOM_DESCRIPTION_HEADER] Puff-shroom is a brusque-range shooter. It but lasts for a limited time. [PUFFSHROOM_TOOLTIP] Curt-range shooter, lasts for a express time
Unused Powerups
Valuable Mowers Upgrade
valuable_mowers Valuable Mowers Drops more money for each lawnmower at the end of a level valuable_mowers Lawnmowers drib 2 coins instead of simply one
Longer Powerup Elapsing Upgrade
upgrade_powerup_duration_1 UPGRADE_POWERUP_DURATION_1 Increase the duration that your powerups are active upgrade_powerup_duration_2 UPGRADE_POWERUP_DURATION_2
Collectable Bacon
Yeah, bacon. Why? Who knows.
bacon_collection Bacon Collect salary. Because Bacon. IMAGE_WORLDMAP_BACON feature_collectable_bacon collectable_bacon CollectableJunk IMAGE_ENDLEVEL_BACON PresentTypeJunk bacon_one IMAGE_ENDLEVEL_BACON JunkName bacon Baconpocalypse
Vase Breaker Powerup
powerupvasebreakercolor PowerupVaseBreakerColor IMAGE_UI_POWERUPS_POWER_VASEBREAKERCOLOR
Cherry Flop Powerup
In that location is text related to Scarlet Bomb being a powerup.
[ADVICE_CHERRY_BOMB_POWERUP] Plant Ruby-red Bomb to destroy zombies! [WORLDMAP_EVENT_LOD_CHERRY_BOMB_POWERUP_DESC] Cherries are the Blast! [WORLDMAP_EVENT_LOD_CHERRY_BOMB_POWERUP_TITLE] Cull Cherry Bombs equally a Power Up and explode today'due south Piñata Party. LevelPowerupsCherryBomb powerupcherrybomb PowerupSeedPacket
Unused Levels
| | To do: There'south more, like the unused travel log quest chosen "land war". |
Given that the game is nonetheless in evolution, it's still possible these could be implemented. Since they're unused now, though, they're here.
Very Early Lost City Day 1
| | To exercise: Get a video of this unused level. |
First added in the Springening update, this version takes place in the Far Future and has golden tiles that act very differently than their concluding counterparts: they still give you sun, just information technology allows zombies to pace on it, which sometimes activates a "Bot Swarm!" or "Raiding Political party!" ambush.
The zombies in this level are Future Zombie, Conehead Future Zombie, Buckethead Time to come Zombie, Bug Bot Imp, Troglobite, Yeti Imps, Disco Tron 3000, Disco Jetpack Zombie, Jetpack Zombie, and Swashbuckler Zombie.
Early Lost City Day 17
| | To do: Supercede the video. |
Showtime added in the Lost Metropolis Part i update, this level has the final golden tiles, although the Time to come Zombies are replaced past Adventurer Zombies. Information technology nonetheless has the Bug Bot Imp, Troglobite, Yeti Imps, Disco Tron 3000, Disco Jetpack Zombie, Jetpack Zombie, and Swashbuckler Zombie.
Far Hereafter
Released on March 27, 2014. Some of these things exist in the Chinese version.
[AWARD_SCREEN_WORLDTROPHY_FUTURE] Access to the Terror from Tomorrow! 24 more Stars obtainable in the Hereafter! Universe Star Gate available! [FUTURE_CHALLENGE_MINIGAME_A_NAME] Zomboss Examination Lab - I [FUTURE_CHALLENGE_MINIGAME_B_NAME] Zomboss Test Lab - II [FUTURE_CHALLENGE_MINIGAME_C_NAME] Zomboss Exam Lab - Iii [FUTURE_KEYGATE_HEADER] Future GATE [FUTURE_ZOMBOSS] Zombot Temporal-tron Marking I [FUTURE_ZOMBOSS_DESCRIPTION] {KEYWORD}Special: {STAT}summons zombies from dissimilar time periods {Flavor}Dr. Zomboss had trouble deciding which time catamenia's styling would be best for the Temporal-tron, so he only went with all of them. [FUTURE_ZOMBOSS_DESCRIPTION_HEADER] The Power Tile crushing creation from the Far Future. [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_A_1] {NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}Hey, it's me! But from the futurity! Has tac-nology avant-garde yet? [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_A_2] {TIRED:winnie}I don't know. I'thou still looking for my taco. [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_A_3] {EXCITED:crazydave}NOOOOOOOOOOOO!!! [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_1] {NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}I accept to make THIS question count! What's your favorite taco topping? [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_2] {PLAYFUL:winnie}Hot sauce! [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_3] {EXCITED:crazydave}WHOOOAAAAA... MINE TOO! [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_4] {SAY:crazydave}We should be friends. [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_C_1] {NPC_ENTER:crazydave}{SAY}Hey, where did "Futurity Me" go? [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_C_2] {NPC_ENTER:winnie}{SAY:winnie}I requested his departure to avoid a temporal paradox. [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_C_3] {TIRED:winnie}My User Dave limit cannot exceed ane. [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_A_1] {NPC_ENTER:crazydave}{TIRED}Another Zomboss battle? Y'all can't keep a bad guy downwards. [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_B_1] {NPC_ENTER:crazydave}{PLAYFUL}Second time is the charm, right? Right? [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_1] {NPC_ENTER:crazydave}{SAY}Penny, do you always get déjà vu? [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_2] {NPC_ENTER:winnie}No. [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_3] {SAY:crazydave}Penny, do you always get déjà vu? [NARRATIVE_FUTURE_CHALLENGE_PRESET_B_1] {NPC_ENTER:crazydave}{SAY}The future is so bright, I gotta wear shades. [NARRATIVE_FUTURE_CHALLENGE_PRESET_C_1] {NPC_ENTER:crazydave}{EXCITED}Zombies are like action figures, and I have magnifying grass! [NARRATIVE_FUTURE_CHALLENGE_SUNBOMBS_B_1] {NPC_ENTER:winnie}{EXCITED}This zone is filled with Sun Bombs. Maintain caution. [NARRATIVE_FUTURE_CHALLENGE_SUNBOMBS_C_1] {NPC_ENTER:winnie}{SAY}Ane more level and I will no longer fear for my circuits. [NARRATIVE_FUTURE_INTRO_CONVEYOR_TILES_1] {NPC_ENTER:crazydave}{EXCITED}Conveyor belts: The applied science of yesterday, today! [NARRATIVE_FUTURE_INTRO_CONVEYOR_TILES_2] {NPC_ENTER:winnie}... [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_1] {NPC_ENTER:winnie}{SAY}Upon our entry into the Time to come, I have detected a weight change in the motel. [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_2] {NPC_ENTER:crazydave}{EXCITED}Cheers for noticing! I haven't eaten in 4000 years. [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_3] {TIRED:winnie}... [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_4] {SAY:winnie}Several plants have been beamed away, and are being held hostage by Zomboss. [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_5] {PLAYFUL:crazydave}That'due south nice of him to found-sit down for us. [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_6] {EXCITED:crazydave}Hey, what happened to the lawn? It's so glowy! [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_7] {SAY:winnie}I've also detected Power Tiles on the space backyard. [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_FAILURE_1] {NPC_ENTER:crazydave}{SAY}Whoa, meliorate endeavor that one over again! [NARRATIVE_FUTURE_OUT_OF_CONTENT_1] {NPC_ENTER:crazydaveicon}That Mr. Boss guy was kind of a jerk. [NARRATIVE_FUTURE_OUT_OF_CONTENT_2] {NPC_ENTER:winnieicon}Keep earning Stars to unlock new Star Gates nosotros discover! [NARRATIVE_FUTURE_OUT_OF_CONTENT_3] {SAY:winnieicon}Plus, practice avant-garde planting techniques in the Challenge Zones. [NARRATIVE_FUTURE_OUT_OF_CONTENT_4] {SAY:crazydaveicon}Just remember. Plants are for planting... [NARRATIVE_FUTURE_OUT_OF_CONTENT_5] {SAY:crazydaveicon}And brains, those are for...braining? [NARRATIVE_FUTURE_OUTRO_LASTLEVEL_1] {NPC_ENTER:winnie}{SAY:winnie}{START_DIALOG_MUSIC}Amazingly after that attack, all systems are operational. [NARRATIVE_FUTURE_OUTRO_LASTLEVEL_2] {NPC_ENTER:crazydave}{PLAYFUL}All my limbs are nowadays and accounted for, but… [NARRATIVE_FUTURE_OUTRO_LASTLEVEL_3] {EXCITED:crazydave}In that location'due south a crack in my favorite taco holder! [NARRATIVE_FUTURE_OUTRO_LASTLEVEL_4] {EXCITED:crazydave}NOOOOOO!!! [NARRATIVE_FUTURE_OUTRO_LIFT_BLACKLIST_1] {NPC_ENTER:winnieicon}{EXCITED}Nosotros've successfully retrieved our lost plants! [NARRATIVE_FUTURE_OUTRO_LIFT_BLACKLIST_2] {NPC_ENTER:crazydaveicon}{PLAYFUL}Aw, I missed those little guys. [NARRATIVE_FUTURE_WORLDMAP_INTRO_1] {NPC_ENTER:winnieicon}{SAY}What is our purpose hither, User Dave? [NARRATIVE_FUTURE_WORLDMAP_INTRO_2] {TIRED:winnieicon}Based on my threat estimate, I cannot advise moving alee. [NARRATIVE_FUTURE_WORLDMAP_INTRO_3] {NPC_ENTER:crazydaveicon}But... time to come tacos! Tac-nology surely has advanced! [NARRATIVE_FUTURE_WORLDMAP_INTRO_4] {PLAYFUL:crazydaveicon}Let's head over to those giant robots. I think I know those guys. [NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_1] {NPC_ENTER:zombossicon}Greetings! [NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_2] {SAY:zombossicon}Every bit yous have reached the 50% mark, nosotros accept sent yous the invoice for l% of your brain. [NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_3] {SAY:zombossicon}We expect partial delivery in person, in 5 days' time. [NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_4] {SAY:zombossicon}Regards, Dr. Edgar Zomboss. [NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_5] {NPC_EXIT:zombossicon} [NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_6] {NPC_ENTER:crazydaveicon}Wow... he sure is swell! [STARCHALLENGE_FUTURE_CONVEYOR_NAME] Power Tile Identify-erators [STARCHALLENGE_FUTURE_FINALE_NAME] Concluding Day [WORLD_PREVIEW_DESCRIPTION_FUTURE] If tacos were amazing before, then they have to be Fifty-fifty BETTER in the future! Has the taco been perfected? Only time will tell. [WORLD_PREVIEW_LOCKED_FUTURE] (BEAT WESTERN FINAL DAY) [WORLD_PREVIEW_TEASER_FUTURE] +22 Levels! +1 Challenge Zone! +7 Plants! +1 Upgrade! [WORLD_PREVIEW_TEASER_HEADER_FUTURE] Access 31 New Items! [ZOMBIE_FUTURE_IMP] Spider Bot Imp [ZOMBIE_FUTURE_IMP_DESCRIPTION] {Season}He always wanted to "see the earth", "be his own boss", and "meet and swallow interesting brains". He still doesn't understand how he got stuck in this cramped Spider Bot job 24/7. [ZOMBIE_FUTURE_IMP_DESCRIPTION_HEADER] Lands on the lawn past your defenses, then crawls frontwards. [ZOMBIE_FUTURE_JETPACK] Jetpack Zombie [ZOMBIE_FUTURE_JETPACK_DESCRIPTION] {KEYWORD}Special: {STAT}floats over low plants, boosts over most other plants {KEYWORD}Weakness: {STAT}Alpine-nut {FLAVOR}The Jetpack Zombie was an early on adopter during the encephalon acquisition tech explosion of 2113. Lilliputian did he know he would exist stuck with version i.0 of the simple jetpack. [ZOMBIE_FUTURE_JETPACK_DESCRIPTION_HEADER] Boosts to float over all just the tallest plant barriers. [POWERTILE_TUTORIAL_3] Awesome! You tin constitute anything on Power Tiles RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_LASTSTAND_A Future_Challenge_LastStand_A.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_LASTSTAND_B Future_Challenge_LastStand_B.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_LASTSTAND_C Future_Challenge_LastStand_C.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_MINIGAME_A Future_Challenge_Minigame_A.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_MINIGAME_B Future_Challenge_Minigame_B.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_MINIGAME_C Future_Challenge_Minigame_C.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_PRESET_A Future_Challenge_Preset_A.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_PRESET_B Future_Challenge_Preset_B.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_PRESET_C Future_Challenge_Preset_C.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_SUNBOMBS_A Future_Challenge_SunBombs_A.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_SUNBOMBS_B Future_Challenge_SunBombs_B.rton RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_SUNBOMBS_C Future_Challenge_SunBombs_C.rton RESFILE_PACKAGES_LEVELS_FUTURE_DANGERROOM Future_DangerRoom.rton RESFILE_PACKAGES_LEVELS_FUTURE1 Future1.rton RESFILE_PACKAGES_LEVELS_FUTURE2 Future2.rton RESFILE_PACKAGES_LEVELS_FUTURE3 Future3.rton RESFILE_PACKAGES_LEVELS_FUTURE4 Future4.rton RESFILE_PACKAGES_LEVELS_FUTURE5 Future5.rton RESFILE_PACKAGES_LEVELS_FUTURE6 Future6.rton RESFILE_PACKAGES_LEVELS_FUTURE7 Future7.rton RESFILE_PACKAGES_LEVELS_FUTURE8 Future8.rton RESFILE_PACKAGES_LEVELS_FUTURE9 Future9.rton RESFILE_PACKAGES_LEVELS_FUTURE10 Future10.rton RESFILE_PACKAGES_LEVELS_FUTURELINKEDTILES FutureLinkedTiles.rton RESFILE_PACKAGES_LEVELS_FUTUREPOWERCIRCUITS FuturePowerCircuits.rton RESFILE_PACKAGES_LEVELS_FUTUREZOMBOSS FutureZomboss.rton
Hero Cleopatra Zombie
Text relating to a Hero Cleopatra Zombie exists, but seems to be simple placeholders. This may have been cut as of Version 1.0.77734805.
ZombieHeroCleopatraGrzoup
All Hero related objects should go here HeroZombieLevelProperties DefaultHeroLevelProps CleopatraLevelProps BeamsOut BeamsIn OverrideBehavior OverrideBehaviorProps HeroTypes CleopatraOverrideSpawn ZombieHeroSpawnerProps CleopatraDefaultSpawn
ZombieHeroProps ZombieHeroCleopatraDefault HeroBehavior HeroBehaviorProps HeroTypes CleopatraDefaultSpawn ZombieTreasureYetiProps ZombieTreasureYetiDefault WalkTime
This is found after the zombie listing for the Nighttime Ages level.
[CLEOPATRA_EVENT_NOTIFICATION] Information technology'southward a Cleopatra.
This was removed in v1.0.77734805.
[NEW_HERO_EVENT_HEADER] A Wild Hero Event Appears!
Zombie Pet
Some lines of code are found in the game about it.
ZombiePet PropertySheets ZombiePetDefault PetZombie Pet Zombie
Dark Ages
A few new zombie-related things were added in the v1.6 update, and changed or removed in the v2.3.1 update.
Dark Ages zombies afterward v2.3.ane update:
####### Night Zombies ####### 1.58.1 PropertySheets ZombieDarkDefault ZombieDarkBasicGroup ZombieDarkAgesBasicAud ZombieAnimRig_DarkBasic POPANIM_ZOMBIE_ZOMBIE_DARK_BASIC 1.59.1 dark_armor1 PropertySheets ZombieDarkArmor1Default 1.60.1 dark_armor2 PropertySheets ZombieDarkArmor2Default 1.61.1 dark_flag PropertySheets ZombieDarkFlagDefault ZombieAnimRig_DarkFlag POPANIM_ZOMBIE_ZOMBIE_DARK_FLAG 1.66.1 dark_armor3 PropertySheets ZombieDarkArmor3Default 1.67.1 dark_imp PropertySheets ZombieDarkImpDefault ZombieDarkImpGroup ZombieDarkAgesImp ZombieAnimRig_DarkImp POPANIM_ZOMBIE_ZOMBIE_DARK_IMP_MONK i.68.1 dark_imp_dragon PropertySheets ZombieDarkImpDragonDefault ZombieDarkImpDragonGroup POPANIM_ZOMBIE_ZOMBIE_DARK_IMP_DRAGON 1.69.1 dark_gargantuar PropertySheets ZombieDarkGargantuar ZombieDarkGargantuarGroup ZombieDarkAgesGargantuarAudio POPANIM_ZOMBIE_DARK_GARGANTUAR i.71.1 ZombieDarkWizard PropertySheets ZombieWizardDefault ZombieDarkWizardGroup ZombieDarkAgesWizardAudio ZombieAnimRig_DarkWizard POPANIM_ZOMBIE_ZOMBIE_DARK_WIZARD ane.72.one dark_juggler ZombieDarkJuggler PropertySheets ZombieDarkJugglerDefault ZombieDarkJugglerGroup ZombieDarkAgesJesterAudio POPANIM_ZOMBIE_ZOMBIE_DARK_JUGGLER 1.73.i dark_king ZombieDarkKing PropertySheets ZombieDarkKing ZombieDarkKingGroup ZombieDarkAgesKingAudio ZombieAnimRig_DarkKing POPANIM_ZOMBIE_ZOMBIE_DARK_KING
Dark Ages zombies pre-v2.iii.i update:
####### Nighttime Zombies ####### ane.58.1 dark PropertySheets ZombieDarkDefault ZombieDarkBasicGroup ZombieAnimRig_DarkBasic POPANIM_ZOMBIE_ZOMBIE_DARK_BASIC 1.59.one dark_armor1 PropertySheets ZombieDarkArmor1Default 1.60.ane dark_armor2 PropertySheets ZombieDarkArmor2Default 1.61.ane dark_flag PropertySheets ZombieDarkFlagDefault ZombieAnimRig_DarkFlag POPANIM_ZOMBIE_ZOMBIE_DARK_FLAG one.62.1 pvza_barrel ZombieHelmDroppedSprinter PropertySheets ZombieHelmDroppedSprinterDefault ZombiePVZABarrelGroup ZombieAnimRig_PVZABarrel POPANIM_ZOMBIE_ZOMBIE_BARREL 1.63.1 dark_gravedropper ZombieDarkGravedropper PropertySheets ZombieDarkGravedropperDefault ZombieDarkGravedropperGroup ZombieAnimRig_DarkGravedropper POPANIM_ZOMBIE_ZOMBIE_DARK_GRAVEDROPPER one.64.ane dark_blacksmith ZombieDarkBlacksmith PropertySheets ZombieDarkBlacksmithDefault ZombieDarkBlacksmithGroup ZombieAnimRig_DarkBlacksmith POPANIM_ZOMBIE_ZOMBIE_DARK_BLACKSMITH 1.65.1 dark_knight ZombieDarkKnight PropertySheets ZombieDarkKnightDefault ZombieDarkKnightGroup ZombieAnimRig_DarkKnight POPANIM_ZOMBIE_ZOMBIE_DARK_KNIGHT 1.66.1 dark_armor3 PropertySheets ZombieDarkArmor3Default 1.67.1 dark_imp PropertySheets ZombieDarkImpDefault ZombieDarkImpGroup ZombieAnimRig_DarkImp POPANIM_ZOMBIE_ZOMBIE_DARK_IMP one.68.ane dark_impcone PropertySheets ZombieDarkImpCone i.69.1 dark_impbucket PropertySheets ZombieDarkImpBucket 1.70.1 dark_thief ZombieDarkThief PropertySheets ZombieDarkThiefDefault ZombieDarkThiefGroup ZombieAnimRig_DarkThief POPANIM_ZOMBIE_ZOMBIE_DARK_THIEF 1.71.one dark_wizard ZombieDarkWizard PropertySheets ZombieWizardDefault ZombieDarkWizardGroup ZombieAnimRig_DarkWizard POPANIM_ZOMBIE_ZOMBIE_DARK_WIZARD i.72.1 dark_impcrown PropertySheets ZombieDarkImpCrown
Dark Ages plants after v2.3.1 update:
####### Nighttime Plants ####### sunshroom PlantSunshroom PropertySheets Sunshroom PlantAnimRig_Sunshroom POPANIM_PLANT_SUNSHROOM nighttime puffshroom PlantPuffshroom SporeProjectile PlantPuffShroomAudio PropertySheets PuffshroomDefault PlantAnimRig_Puffshroom POPANIM_PLANT_PUFFSHROOM fumeshroom PlantFumeshroom PlantFumeShroomAudio PropertySheets FumeshroomDefault PlantAnimRig_Fumeshroom POPANIM_PLANT_FUMESHROOM sunbean PlantSunBean PlantSunBeanAudio PropertySheets SunBeanDefault POPANIM_PLANT_SUNBEAN magnetshroom PlantMagnetShroom PlantMagnetShroomAudio PropertySheets MagnetShroomDefault PlantAnimRig_Magnetshroom POPANIM_PLANT_MAGNETSHROOM hypnoshroom PlantHypnoShroom PlantHypnoShroomAudio HypnoShroomEffects PropertySheets HypnoShroomDefault PlantAnimRig_HypnoShroom POPANIM_PLANT_HYPNOSHROOM firepeashooter PlantFirePeashooter PropertySheets FirePeashooterDefault POPANIM_PLANT_FIREPEASHOOTER evilshroom_speed PlantEvilShroom PlantEvilShroomAudio PropertySheets EvilShroomSpeedDefault PlantAnimRig_EvilShroom POPANIM_PLANT_EVILSHROOM evilshroom_toughness PropertySheets EvilShroomToughnessDefault
Nighttime Ages plants pre-v2.3.i update:
####### Dark Plants ####### sunshroom PlantSunshroom PropertySheets SunshroomSmall POPANIM_PLANT_SUNSHROOM_SMALL dark sunshroom_grown PropertySheets SunshroomGrown POPANIM_PLANT_SUNSHROOM_GROWN sunshroom_stage3 PropertySheets SunshroomStage3 POPANIM_PLANT_SUNSHROOM_STAGE3 puffshroom PlantPuffshroom SporeProjectile PropertySheets PuffshroomDefault POPANIM_PLANT_PUFFSHROOM scaredyshroom PlantScaredyshroom PropertySheets ScaredyshroomDefault PlantAnimRig_Scaredyshroom POPANIM_PLANT_SCAREDYSHROOM pultshroom PlantPultshroom PropertySheets PultshroomDefault PlantAnimRig_Pultshroom POPANIM_PLANT_PULTSHROOM rotoshroom PlantRotoshroom PropertySheets RotoshroomDefault PlantAnimRig_Rotoshroom POPANIM_PLANT_ROTOSHROOM dartshroom PlantDartshroom PropertySheets DartshroomDefault PlantAnimRig_Dartshroom POPANIM_PLANT_DARTSHROOM zoomshroom PlantZoomshroom PropertySheets ZoomshroomDefault PlantAnimRig_Zoomshroom POPANIM_PLANT_ZOOMSHROOM vacuumshroom PlantVacuumshroom PropertySheets VacuumshroomDefault PlantAnimRig_Vacuumshroom POPANIM_PLANT_VACUUMSHROOM sunbean PlantSunBean PropertySheets SunBeanDefault POPANIM_PLANT_SUNBEAN
####### Dark Items ####### gravestone_dark Tombstone_Dark_Base PropertySheets GridItemGravestoneDarkDefault gravestoneSunOnDestruction GridItemGravestoneSunOnDestruction Tombstone_Dark_Special PropertySheets GridItemGravestoneSunOnDestruction gravestoneZombieOnDestruction GridItemGravestoneZombieOnDestruction PropertySheets GridItemGravestoneZombieOnDestruction gravestoneMysteryZombieOnDestruction PropertySheets GridItemGravestoneMysteryZombieOnDestruction gravestoneMysterySunOnDestruction PropertySheets GridItemGravestoneMysterySunOnDestruction gravestoneZombieTimeSpawner GridItemGravestoneZombieTimeSpawner PropertySheets##GridItemGravestoneZombieTimeSpawner gravestoneZombieTimeSpawner_cone PropertySheets GridItemGravestoneZombieTimeSpawner_Cone gravestoneZombieTimeSpawner_bucket PropertySheets GridItemGravestoneZombieTimeSpawner_Bucket gravestoneZombieTimeSpawner_wide PropertySheets GridItemGravestoneZombieTimeSpawner_Wide gravestoneZombieTimeSpawner_wideCone PropertySheets GridItemGravestoneZombieTimeSpawner_WideCone gravestoneZombieTimeSpawner_wideBucket PropertySheets GridItemGravestoneZombieTimeSpawner_WideBucket gravestoneZombieTimeSpawner_wideImp PropertySheets GridItemGravestoneZombieTimeSpawner_WideImp gravestoneZombieTimeSpawner_wideImpCone PropertySheets GridItemGravestoneZombieTimeSpawner_WideImpCone gravestoneZombieTimeSpawner_wideImpBucket PropertySheets GridItemGravestoneZombieTimeSpawner_WideImpBucket gravestoneZombieTimeSpawner_wideImpCrown PropertySheets GridItemGravestoneZombieTimeSpawner_WideImpCrown gravestoneShortcut GridItemGravestoneShortcut PropertySheets GridItemGravestoneShortcut gravestonePeashooterOnDestruction GridItemGravestonePlantOnDestruction PropertySheets GridItemGravestonePeashooterOnDestruction gravestonePlantfoodOnDestruction GridItemGravestonePlantfoodOnDestruction PropertySheets GridItemGravestonePlantfoodOnDestruction
RESFILE_PACKAGES_LEVELS_DARK_EMPTYCONTROL Dark_EmptyControl.rton RESFILE_PACKAGES_LEVELS_DARK_S2_DARK8 Dark_S2_Dark8.rton RESFILE_PACKAGES_LEVELS_DARK_S2_DARK15 Dark_S2_Dark15.rton RESFILE_PACKAGES_LEVELS_DARK_S2_DARK18 Dark_S2_Dark18.rton RESFILE_PACKAGES_LEVELS_DARK_S3_BARRICADE Dark_S3_Barricade.rton RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNER Dark_S3_Spawner.rton RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERGIFT Dark_S3_SpawnerGift.rton RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERGIFTMYSTERY Dark_S3_SpawnerGiftMystery.rton RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERGIFTNOOP Dark_S3_SpawnerGiftNoop.rton RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERNOOP Dark_S3_SpawnerNoop.rton RESFILE_PACKAGES_LEVELS_DARK_S4_BLACKSMITHTEST Dark_S4_BlacksmithTest.rton RESFILE_PACKAGES_LEVELS_DARK_S4_EARLYMECHANICSSLICE Dark_S4_EarlyMechanicsSlice.rton RESFILE_PACKAGES_LEVELS_DARK_S4_GRAVEDROPPERTEST Dark_S4_GravedropperTest.rton RESFILE_PACKAGES_LEVELS_DARK_S5_KNIGHTTEST Dark_S5_Knighttest.rton RESFILE_PACKAGES_LEVELS_DARK_S5_THIEFTEST Dark_S5_ThiefTest.rton RESFILE_PACKAGES_LEVELS_DARK_S5_WIZARDTEST Dark_S5_WizardTest.rton RESFILE_PACKAGES_LEVELS_DARK_STARTINGSUN25 Dark_StartingSun25.rton RESFILE_PACKAGES_LEVELS_DARK_TEST_ERIK Dark_Test_Erik.rton RESFILE_PACKAGES_LEVELS_DARK_TEST_MATTF Dark_Test_Mattf.rton RESFILE_PACKAGES_LEVELS_DARK_TESTKRISTEN Dark_TestKristen.rton RESFILE_PACKAGES_LEVELS_DARK1 Dark1.rton RESFILE_PACKAGES_LEVELS_DARK2 Dark2.rton RESFILE_PACKAGES_LEVELS_DARK3 Dark3.rton RESFILE_PACKAGES_LEVELS_DARK4 Dark4.rton RESFILE_PACKAGES_LEVELS_DARK8 Dark8.rton RESFILE_PACKAGES_LEVELS_DARK15 Dark15.rton RESFILE_PACKAGES_LEVELS_DARK18 Dark18.rton RESFILE_PACKAGES_LEVELS_DARK_EMPTYCONTROL Dark_EmptyControl.rton
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Scaredy-shroom in the almanac.
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Pult-shroom in the almanac.
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Roto-shroom in the almanac.
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Dart-shroom in the almanac.
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Zoom-shroom in the almanac.
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Vacuum-shroom in the almanac.
Beta Penny'due south Pursuit
Originally named Fourth dimension Twister, this seems to be an early version of Penny'southward Pursuit, only used as a Globe instead of a separate game manner. This beta version was removed in the v1.three update, only the art was brought back in the v7.9.1 update.
[PLAYERS_TRIP_TO_PTT] {PLAYER}'s Trip to Time Twister [PTT_LEVEL_NAME] Time Twister - Day {LEVEL_NUMBER} [WORLD_NAME_PTT] Time Twister
WorldMap_Ptt WorldMap_Ptt_NonPVR IMAGE_WORLDMAP_PTT POPANIM_WORLDMAP_ANIM_PTT
RESFILE_PACKAGES_LEVELS_PTT_001_1 PTT_001_1.rton RESFILE_PACKAGES_LEVELS_PTT_001_2 PTT_001_2.rton RESFILE_PACKAGES_LEVELS_PTT_001_3 PTT_001_3.rton RESFILE_PACKAGES_LEVELS_PTT_001_4 PTT_001_4.rton RESFILE_PACKAGES_LEVELS_PTT_001_5 PTT_001_5.rton
RESFILE_PACKAGES_WORLDS_PTT_WORLDMAP worlds ptt worldmap.rton
IMAGE_UI_UNIVERSE_WORLDS_PTT worlds_ptt IMAGE_UI_UNIVERSE_WORLDS_PTT_UNAVAILABLE worlds_ptt_unavailable
IMAGE_UI_HUD_WORLDMAP_WORLD_PTT world_ptt IMAGE_UI_HUD_WORLDMAP_WORLD_PTT_UNAVAILABLE world_ptt_unavailable
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World map icon (Note: "TEMP Art" is office of the actual epitome).
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The silhouette or "coming soon" version.
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The Beach
In the v2.four.1 update, they started to develop a world chosen "The Embankment", since June 20, 2014. Released in the v2.ix.one update, its current name is Big Moving ridge Embankment.
The following plant is unused. It was planned to exist brought considering of PvZA being shut downwardly. It was later replaced by the Banana Launcher.
####### Embankment Plants ####### bamboom PlantBamboom PlantBamboomAudio PropertySheets BamboomDefault POPANIM_PLANT_BAMBOOM
Earlier the v2.seven.1 update, a "Fast Swimmer Zombie" existed in the files. The zombie would have moved fast on water simply normal speed on land. Also, before the Beach Earth came out, a "Coconut Bowler" plant existed, though was replaced by Bowling Bulb.
This world was going to have 12 levels in Part one and another 12 levels in Office ii, followed past a boss fight.
The Bowling Seedling, right earlier Large Moving ridge Beach'due south release, had a more powerful assail. Its PF power could hands take out Gargantuars just in one case. Due to it possibly being overpowered, information technology was nerfed just earlier BWB levels came out.
In the code for Bulb Bowling 1 (Big Wave Beach - Twenty-four hour period 8) at that place is data existing for a giant version of one of the Bowling Bulbs. It would've acted like the Giant Wall-nut in Wall-nut Bowling 2 from the original PvZ, and would've defeated Gargantuars in 1 blow. But, for an odd reason, as if Big Wave Beach would've seemed also like shooting fish in a barrel to players and changed them to weak plants to defeat OP zombies, information technology was scrapped before the release. There is a video on YouTube showing the Giant Bulb past hacking ways. There is no code about the Giant Bulb in Bulb Bowling 2 (Large Moving ridge Beach - Day 24).
In the BWB trailers, an Imp wearing hair similar to Elvis', wearing a blackness jacket and sunglasses appeared, although the zombie didn't appear in the game itself. In a discussion, it was stated that the Imp was made only for the trailer.
Unused Text
[WORLD_NAME_BEACH] The Beach [WORLD_PREVIEW_BEACH_TITLE] The Beach! [WORLD_PREVIEW_DESCRIPTION_BEACH] Check out the beach, it's hot Become it? Hot! [WORLD_PREVIEW_TEASER_BEACH] +10 Levels! +4 Plants! [WORLD_PREVIEW_BEACH_HIGHLIGHT_COUNT] 200! [PLAYERS_TRIP_TO_BEACH] {PLAYER}'southward Trip to the beach! -
Bamboom in the almanac.
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Coconutbowler in the almanac.
Frostbite Caves
It start appeared in the files of the 3.0.1 update. Its old name was "Ice Age" and is still chosen that in the files. The water ice-related world was thought to be real by some people during the development of Big Wave Beach, from a guy named PvZ2//. The Lily Pad and a few other plants were seen at that place. Still, the earth was thought to be fake until it showed upward months after, with dissimilar content.
Frostbite Caves was planned to accept 32 levels. Rotobaga (a plant in that earth)'s old name was "10-Shot" due to its holes coming out like an X.
The original description of Frostbite Caves/Ice Age was:
Beware the frozen winds or your plants will go frozen veggies.
Lost City
The earth offset appeared in the files of the 3.4.4 update.
These plants notwithstanding remain unused: sunpod: Grows a head upward to five heads for every 500 lord's day in the bank. Has a sun cost of 300 and a fast recharge. sungun: Attracts dominicus for a short time, and so shoots information technology towards zombies. Has a dominicus cost of l and a mediocre recharge.
This zombie still remains unused: totem_dropper_zombie: Totem Dropper Zombie would have dropped objects to create a totem, and would have required 3 objects in a pile to create the said totem. The totem would take and so later on summoned an Explorer Zombie. Possible an early version of Imp Porter.
Neon Mixtape Tour
The world first appeared in the files of 3.viii.1. Information technology is internally named "eighties".
Jurassic Marsh
Early proper name was "Mesozoic Marsh", and is internally named "dino".
Modern Solar day
Unused Items
####### Gravestones ######## objclass GridItemType aliases gravestone_pirate Pirate_Gravestone PropertySheets GridItemGravestonePirate gravestone_cowboy Cowboy_Gravestone PropertySheets GridItemGravestoneCowboy gravestone_future Future_Gravestone PropertySheets GridItemGravestoneFuture
The unused gravestones appeared to be finished and fully functional simply they were not used for the game, it seems at 1 bespeak during development of Plants vs. Zombies 2 every world was originally gonna use these gravestones earlier they went scrapped due to the flavor of Aboriginal Egypt and Dark Ages gravestones.
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Atlases of the unused Pirate Seas gravestones.
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Atlases of the unused Wild West gravestones.
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Atlases of the unused Far Future gravestones.
####### Grid Items ######## barricade_up GridItemBarricade Barricades PropertySheets BarricadeUp barricade_down PropertySheets BarricadeDown barricade_up_noncolliding PropertySheets BarricadeUpNonColliding barricade_down_noncolliding PropertySheets BarricadeDownNonColliding lilypad GridItemLilyPad PropertySheets GridItemLilyPadDefault alises vase GridItemVase PropertySheets GridItemVaseDefault VaseBreakerGroup VaseBreakerAudio
Unused Zombies
ZombieProto
Obviously some sort of test zombie judging by the file proper name. Only sprites exist for information technology, which consist of a unmarried dot. Woohoo.
Oddities
Most of the next listened levels were deleted after the v1.8 and after updates.
RESFILE_PACKAGES_LEVELS_EMPTYLEVEL EmptyLevel.rton RESFILE_PACKAGES_LEVELS_SANDBOX4 Sandbox4.rton RESFILE_PACKAGES_LEVELS_SANDBOX5 Sandbox5.rton RESFILE_PACKAGES_LEVELS_SANDBOXCOWBOY SandboxCowboy.rton RESFILE_PACKAGES_LEVELS_SANDBOXEGYPT SandboxEgypt.rton RESFILE_PACKAGES_LEVELS_SANDBOXFUTURE SandboxFuture.rton RESFILE_PACKAGES_LEVELS_SANDBOXPIRATE SandboxPirate.rton RESFILE_PACKAGES_LEVELS_SPEEDYLANECHALLENGETEST SpeedyLaneChallengeTest.rton RESFILE_PACKAGES_LEVELS_CHAOSDIMENSION ChaosDimension.rton RESFILE_PACKAGES_LEVELS_PADDEDROOM PaddedRoom.rton
You could proper name Penny?
[RV_NAME_INVALID] I didn't quite get that... [RV_NAME_SAME_AS_PLAYER] That's your name, silly!
The following text is untranslated to other languages. Is it used?
[ACHIEVE_GIDDYUP_TITLE] Giddyup! [EGYPT_EVENT_LEVEL_NAME] Ancient Egypt - Event {LEVEL_NUMBER} [JUMP_TO_COLLECTIONS_VIEW] Leap TO Drove VIEW [JUMP_TO_MACHINE_VIEW] JUMP TO Automobile VIEW [NARRATIVE_PINCH_1] {NPC_ENTER:winnie}{SAY:winnie}This one is chosen Mega Zombie Caput Pincher. [NARRATIVE_PINCH_2] {NPC_ENTER:crazydave}{SAY:crazydave}{PLAYFUL}{MEDIUM}I telephone call this... hey, that's pretty good! [NARRATIVE_PINCH_3] {NPC_EXIT:crazydave}{SAY:winnie}My programming forbids the use of expletives. [NARRATIVE_WIZARDFINGER_1] {NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:winnie}Ability-up is now online. Zap away. [NARRATIVE_WIZARDFINGER_2] {SAY:crazydave}{EXCITED}{MEDIUM}Information technology's similar magic, but better! [NARRATIVE_WIZARDFINGER_3] {SAY:winnie}Any sufficiently advanced technological solution looks just like magic. [POWERUP_DEMO] POWER UP DEMO [SETTINGS_ABOUT_TEXT] This is everything that could ever be said most this game! Correct here! Yous're looking at it! Countless Minigames
Nowadays in the internal listing of Minigames are endless versions of Mummy Memory, Not OK Corral, and Cannons Away.
Blank Text Entries
[ALMANAC_PURCHASE] [BYPASS_KEYGATE_COST] [UPGRADE_PRICE] [WORLD_PREVIEW_DOLLAR_COST]
Early and Internal Names
Plants
- Iceberg Lettuce is internally referenced as "iceburg".
- Tile Turnip is internally referenced as "powerplant", hinting that the artwork was originally different and probably was non gonna be a turnip.
- Rotobaga is internally referenced equally "xshot", still in earlier versions it was temporary named "x-shot" before the final artwork and name came in.
- Red Stinger was internally called "columnpod" in earlier versions before it was changed into "redstinger".
- Gold Leaf is internally referenced equally "goldtileturnip", probably because both the Tile Turnip and Gold Foliage brand tiles.
- Perfume-shroom was referred to every bit "dinonip" in the image codes for Jurassic Marsh.
Zombies
- Several zombies have internal names that don't reflect their actual in-game names:
- Conehead Zombie, Buckethead Zombie, and all of their variants from other worlds share the aforementioned ending suffixes: _armor1 and _armor2 respectively.
- Knight Zombie, Blockhead Zombie, Jurassic Fossilhead, and Centurion Zombie share the _armor3 suffix.
- Brickhead Zombie, Pyramid-Caput Zombie, Barrelhead Zombie, Cart-Head Zombie, Holo Head Zombie, Amberhead Zombie, and Bust Head Zombie share the _armor4 suffix.
- Butt Roller Zombie as "barrelpusher" in before versions.
- Chicken Wrangler Zombie as "chicken_farmer".
- Shield Zombie as "future_protector".
- Jester Zombie every bit "dark_juggler"
- Parasol Zombie as "lostcity_jane".
- Turquoise Skull Zombie as "lostcity_crystalskull"
- Conehead Zombie, Buckethead Zombie, and all of their variants from other worlds share the aforementioned ending suffixes: _armor1 and _armor2 respectively.
- Bug Bot Imp's original in-game proper noun was "Spider Bot Imp" in earlier versions.
Penny's Early Name
Penny is internally referenced as "Winnie".
PC Release Text
[HARDWARE_ACCELERATION_NOT_SUPPORTED] Hardware Acceleration cannot be enabled on this computer. Your video card does not run into the minimum requirements for this game. [INVALID_WINDOWS_MODE] Windowed style is just available if your desktop was running in either 16 bit or 32 bit color mode when yous started the game. If y'all'd like to run in Windowed manner then you lot need to quit the game and switch your desktop to 16 or 32 scrap colour way. [NO_WINDOWED_MODE] No Windowed Mode [OPTIONS_3D_ACCELERATION] 3D Acceleration [OPTIONS_FULL_SCREEN] Full Screen [SLOW_PERFORMANCE] Your video card may non fully support this feature. If yous feel slower operation, delight disable Hardware Dispatch.
XML Files
Framework Strings
Leftover Windows application startup/crash text strings.
<?xml version="1.0" encoding="UTF-8" ?> <Properties version="1.0" language="en" country="United states of america" lookandfeel="NORMAL" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation=""> <String id="LOCALE">English_United States</Cord> <!-- Framework Strings --> <Cord id="DIALOG_BUTTON_YES">Yep</String> <String id="DIALOG_BUTTON_NO">NO</String> <String id="DIALOG_BUTTON_OK">OK</String> <String id="DIALOG_BUTTON_CANCEL">CANCEL</String> <Cord id="UNEXPECTED_ERROR">An unexpected error has occured! Pressing 'Transport Report volition send us helpful debugging information that may help us resolve this issue in the futurity.&cr;&cr;You lot can also contact us directly at feedback@popcap.com.</Cord> <String id="PLEASE_HELP">Please help us out by providing every bit much information as you can about this crash. Is this the showtime time it happened? Take you used other PopCap Deluxe games successfully before? Have you upgraded your drivers or any software recently that may be interfering with this program?</Cord> <String id="FAILED_CONNECT_POPCAP">Failed to connect to PopCap servers. Please check your Internet connection.&cr;If you are on a punch-up connectedness, you may accept to manually connect to your ISP.</String> <String id="HARDWARE_ACCEL_SWITCHED_ON">3D acceleration was switched on during this session.&cr;If this resulted in slower performance or other display issues,&cr;it should be switched off.&cr;&cr;Would you like to keep 3D acceleration switched on?</Cord> <String id="HARDWARE_ACCEL_CONFIRMATION">3D Acceleration Confirmation</String> <String id="HARDWARE_ACCEL_NOT_WORKING">3D acceleration may non have been working correctly during this session.&cr;If you noticed graphics problems, you may want to plough off 3D acceleration.&cr;Would you like to keep 3D acceleration switched on?</String> <String id="FATAL_ERROR">FATAL Fault</String> <String id="PLEASE_SET_COLOR_DEPTH">Please set your desktop color depth to sixteen bit.</String> <String id="FAILED_INIT_DIRECTDRAW">Failed to initialize DirectDraw: </String> <String id="UNABLE_OPEN_PROPERTIES">Unable to open backdrop file </String> <String id="PROPERTIES_SIG_FAILED">Signature check failed on </String> <Cord id="INVALID_COMMANDLINE_PARAM">Invalid command line parameter:</String> <String id="APP_REQUIRES_DIRECTX">This application requires DirectX to run. Y'all can become DirectX at http://www.microsoft.com/directx</String> <Cord id="YOU_NEED_DIRECTX">Yous demand DirectX</String> </Properties>
Shop XML File
The shop XML file from the get-go game is here.
<?xml version="one.0" ?> <Properties country="U.s.a." linguistic communication="en" lookandfeel="NORMAL" version="1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation=""> <Double id="OPTION_DLG_LABEL_FONT_SCALE">ane.0</Double> <Integer id="OPTION_DLG_SLIDER_LABELS_OFFSET_X">40</Integer> <Integer id="OPTION_DLG_CHECKBOX_LABELS_OFFSET_X">40</Integer> <Boolean id="STORE_USE_COMING_SOON_IMAGE_LABEL">false</Boolean> <Boolean id="STORE_USE_SOLD_OUT_IMAGE_LABEL">false</Boolean> <Boolean id="STORE_USE_EXTRA_SLOT_IMAGE_LABEL">faux</Boolean> </Properties>
Programmer Documentations?
# ================== Zombie First Wave ===================== First wave is the first moving ridge that this zombie appears in when picked for a moving ridge spawn. This is of import because we don't want the hardest zombie spawning in on the very kickoff wave when the player isn't ready. Typical numbers used in PvZ were 1, 5, x, 15, and twenty =============================================================== # ================ Zombie First Level ====================== First level that the zombie appears on. This should match the levels.xml file for the beginning fourth dimension the zombie appears. =============================================================== # ============== Zombie Wave Signal Cost ==================== Wave point cost is how many points this zombie is worth when the wave is beingness built. Example, if the wave will consist of merely 20 points, and this zombie is worth five points, the moving ridge might randomly selection this zombie iv times (for a total of 20 points) and this wave would only exist made upwards of 4 zombies. If there are four points left to be picked on the wave and this zombie is worth 5 points, it will be skipped considering the moving ridge doesn't have enough points to buy it. =============================================================== # ================== Zombie Weight ========================= Weight of the zombie is the odds that it will be picked and wave points spent on it. The larger the weight, the more than likely to be picked. A value of 0 ways it is never picked (merely spawned via special circumstances, like the old backup dancers, the flag carrier, or the old boss). A value of 1 is super rare, like the yeti. Values from PvZ1 were thou, 1500, 2000, 3000, 3500, 4000 =============================================================== # Zombie Template - re-create+paste me!!
| | To practise: Double bank check the formatting. |
###################################################################### Name Information Type Default Clarification =================================================================================================== Grade - (string) - UIWidget Class to spawn when the belongings canvas is loaded. Parent - (string) - null Parent UIWidget to attach to ParentAnchor - (string) - TopLeft Location on parent nosotros anchor to. Values: [TopLeft, Top, TopRight, Left, Heart, Right, BottomLeft, Lesser, BottomRight] Anchor - (cord) - TopLeft Location on parent we anchor to. Values: [TopLeft, Height, TopRight, Left, Heart, Correct, BottomLeft, Bottom, BottomRight] ResourceGroup - (cord) - null Resource group name that has our fine art resources Width - (uint16) - 0 Ready the SCREEN width of the widget. Values: 0 : Auto-fit to the max size it tin be in regards to all widgets > 0 : Size to use Height - (uint16) - 0 Set the SCREEN pinnacle of the widget. Values: 0 : Machine-fit to the max size it can be in regards to all widgets > 0 : Size to apply VirtualWidth - (uint16) - 0 Set the virtual width of the widget (volition be SCALED to the SCREEN with UI_S). Values: 0 : Auto-fit to the max size it can be in regards to all widgets > 0 : Size to use VirtualHeight - (uint16) - 0 Set the virtual height of the widget (volition be SCALED to the SCREEN with UI_S). Values: 0 : Machine-fit to the max size information technology tin can exist in regards to all widgets > 0 : Size to apply SizeFromImage - (string) - null Sets the width and height of the widget based upon the size of the specified paradigm. SizeFromScreen - (bool) - fake Sets the width and superlative of the widget based upon the size of the device screen. WidthFromImage - (string) - null Sets the width of the widget based upon the size of the specified epitome. HeightFromImage - (string) - nada Sets the height of the widget based upon the size of the specified epitome. InputPriority - (int8) - 0 Specify the priority that the widget receives mouse input. Values: 0 : Receives no Input one - 4 : Lower numbers have higher priority VirtualHitInsets - (assortment) Specify the virtual insets for the hit detection (will be SCALED to the SCREEN with UI_S). mLeft - (int16) - 0 left inset mTop - (int16) - 0 superlative inset mRight - (int16) - 0 right inset mBottom - (int16) - 0 bottom inset PositionOffset - (array) Location first from our anchor location. NOTE: This is causeless to exist in SCREEN Space. If you want information technology scaled, ready ScalePositionOffset x - (int) - 0 ten offset y - (int) - 0 y commencement ScalePositionOffset - (bool) - false Specify if nosotros calibration the position offset with the UI_S macro RenderOrder - (int16) - 0 Render order of the widget, lower numbers are fatigued first. ######################################################################
A note on the UI layout.
none, ground_zombies, off_ground_zombies, dying_zombies, griditems, plants, ground, all_zombies, everything none, bypass_shield, hits_shield_and_body, hits_only_shield, lightning, no_flash, doesnt_leave_body, fire, rolling, lobbed, shooter 'shooter' and 'catapult' should be mutually sectional. 'lobbed' and 'shooter' can coexist, or not. 'catapult' should be a strict subset of 'lobbed'. See bloomerang (lobbed, shooter), banana (lobbed only), cabbagepult (lobbed, catapult), and peashooter (shooter only) for examples. This ImpactOffset affects both the particle and the PAM
Projectile is a shooter just damage is explosive, so no shooter flag
Choice a location in the FLA, scale by -1/2, To choice values for CollisionRect get-go by identifying a collision rect in the FLA file., Then mX, mY = the vector to the top left of the rect from your pin indicate (= AttachedPAMOffset * -2) scaled by 1/two, Then mWidth, mHeight = the width and meridian of the rect scaled by half
A notation on the animation format.
Not a shooter projectile (so will hit excavator holding shovel) by design request)
Technically a shooter but damage is gaseous and then not using shooter tag
RTFM: https://confluence.internal.popcap.com/display/PlantsVsZombies/Startup+Config
A notation in the startup configuration file, telling developers to refer to a internal confluence folio.
Development Leftovers
RSG Compilation Scripts?
Scripts mayhap for compiling the ZenGarden and VaseBreaker resource stream group files are present in a features directory in v2.vii.1 of the iOS version.
zengarden.txt:
# ================================================ # Set up our ZenGarden grouping # ================================================ ImageDefaults * Group="ZenGardenGroup"; PopAnimDefaults * Group="ZenGardenGroup"; ResImage INITIAL_ZEN_GARDEN_GROWING_PLANT_SLOT*; PopAnim INITIAL_ZEN_GARDEN_GROWING_PLANT_SLOT*; ResImage INITIAL_ZEN_GARDEN_ZENGARDEN_WATER_POURING*; PopAnim INITIAL_ZEN_GARDEN_ZENGARDEN_WATER_POURING*; ResImage INITIAL_ZEN_GARDEN_PLANT_ANIMATIONS_SPROUT*; PopAnim INITIAL_ZEN_GARDEN_PLANT_ANIMATIONS_SPROUT*; ResImage INITIAL_ZEN_GARDEN_ZENGARDEN_SPROUT_REVEAL*; PopAnim INITIAL_ZEN_GARDEN_ZENGARDEN_SPROUT_REVEAL*; ResImage INITIAL_ZEN_GARDEN_BEE*; PopAnim INITIAL_ZEN_GARDEN_BEE*; ResImage INITIAL_ZEN_GARDEN_BOOSTGLOW*; ResImage INITIAL_ZEN_GARDEN_GEM_LARGE*; ResImage INITIAL_ZEN_GARDEN_LOCKED_POT_ICON*; ResImage INITIAL_ZEN_GARDEN_READYTOWATER*; ResImage INITIAL_ZEN_GARDEN_WATER_DROPLET*; PopAnim INITIAL_ZEN_GARDEN_WATER_DROPLET*; ResImage INITIAL_ZEN_GARDEN_PLANT_ANIMATIONS_*; PopAnim INITIAL_ZEN_GARDEN_PLANT_ANIMATIONS_*; ResImage INITIAL_ZEN_GARDEN_CURSORS_*; PopAnim INITIAL_ZEN_GARDEN_CURSORS_*; ResImage INITIAL_ZEN_GARDEN_PLANT_POOF*; PopAnim INITIAL_ZEN_GARDEN_PLANT_POOF*; ResImage INITIAL_ZEN_GARDEN_BOOSTEFFECT*; PopAnim INITIAL_ZEN_GARDEN_BOOSTEFFECT*; ResImage INITIAL_ZEN_GARDEN_BOOSTCARD_ANIM*; PopAnim INITIAL_ZEN_GARDEN_BOOSTCARD_ANIM*; ResImage INITIAL_ZEN_GARDEN_HIGHLIGHT*; PopAnim INITIAL_ZEN_GARDEN_HIGHLIGHT*; # Showtime TEST HACK # Getting iPAD3 src size images into the game Lua "gSrcResolutions = { 1536 }"; ResImage INITIAL_ZEN_GARDEN_SPROUT_ICON*; ResImage INITIAL_ZEN_GARDEN_FINISH_TIMER_BACKGROUND*; ResImage INITIAL_ZEN_GARDEN_BUTTON_UNLOCK_INACTIVE*; ResImage INITIAL_ZEN_GARDEN_BUTTON_UNLOCK_ACTIVE*; ResImage INITIAL_ZEN_GARDEN_FINISH_BUTTON_ACTIVE*; ResImage INITIAL_ZEN_GARDEN_FINISH_BUTTON_INACTIVE*; Lua "gSrcResolutions = { 1200 }"; # END Test HACK # ================================================ # Set up our DelayLoad_Background_Zen group # ================================================ GroupDefaults DelayLoad_Background_Zen AtlasXMLOpts="rsbformat=Fmt_compressed_main rsbfilter=Normal"; # Compress DelayLoad_Background_Zen group ImageDefaults * Grouping="DelayLoad_Background_Zen"; PopAnimDefaults * Group="DelayLoad_Background_Zen"; # Beginning Test HACK # Getting iPAD3 src size images into the game Lua "gSrcResolutions = { 1536 }"; ResImage INITIAL_BACKGROUNDS_ZEN_GARDEN*; Lua "gSrcResolutions = { 1200 }"; # End TEST HACK vasebreaker.txt:
ImageDefaults * Grouping="VaseBreakerGroup"; PopAnimDefaults * Grouping="VaseBreakerGroup"; ResImage FULL_VASEBREAKER_*; PopAnim FULL_VASEBREAKER_*; SimpleFileDefaults SOUNDBANKS_* Grouping="VaseBreakerAudio"; SimpleFile SOUNDBANKS_MINIGAME_VASEBREAKER; ImageDefaults * Group="ZombieVaseGargantuarGroup"; PopAnimDefaults * Group="ZombieVaseGargantuarGroup"; ResImage FULL_ZOMBIE_VASE_GARGANTUAR*; PopAnim FULL_ZOMBIE_VASE_GARGANTUAR*; # ================================================ # UI_VaseBreakerEndless grouping # ================================================ ImageDefaults * Group="UI_VaseBreakerEndless"; PopAnimDefaults * Group="UI_VaseBreakerEndless"; FontDefaults * Grouping="UI_VaseBreakerEndless"; Lua "gSrcResolutions = { 1536 }"; ResImage FULL_UI_VASEBREAKER_NEW_RECORD_SPLASH*; Lua "gSrcResolutions = { 1200 }"; # ================================================ # UI_VaseBreakerMenu group # ================================================ ImageDefaults * Grouping="UI_VaseBreakerMenu"; PopAnimDefaults * Group="UI_VaseBreakerMenu"; FontDefaults * Grouping="UI_VaseBreakerMenu"; Lua "gSrcResolutions = { 1536 }"; PopAnim FULL_UI_ARCADEMENU_*; ResImage FULL_UI_ARCADEMENU_*; PopAnim FULL_UI_VASEBREAKER_*; ResImage FULL_UI_VASEBREAKER_*; Lua "gSrcResolutions = { 1200 }"; # ================================================ Debugging Material
| | To do: Code and text for Zombie Spawning Debug and a portion of other debugging functions are present in older versions of the game to v3.1.1. Despite the cheat carte isn't loaded, maybe the functions be to enable them? |
Various game files mention a cheat menu, preferably in the main game data, this video showcases one from the Chinese release: https://www.youtube.com/spotter?five=alrD7qNX8mg (ingame) and this i: https://www.youtube.com/scout?v=I0geM5gF2Mo showcases one from PVZ's YouTube aqueduct livestream (map). Unfortunately, the carte is stripped from almost every public release.
Developer Mentions
arcade_config.rton mentions programmer directories (going by dev) used to examination certain scripts, these include: beghouled# (1-3), beghouled_endless and vasebreaker_peapodtest.
| The Plants vs. Zombies series | |
|---|---|
| Windows, Mac OS X | Plants vs. Zombies (Prototypes) |
| Android | Plants vs. Zombies • Plants vs. Zombies ii • Heroes • Plants vs. Zombies 3 (Demos) |
| iOS | Plants vs. Zombies • Utilise Your Brainz EDU • Plants vs. Zombies two • Heroes • Plants vs. Zombies 3 (Demos) |
| Adobe Flash | Plants vs. Zombies |
| Nintendo DS, Nintendo DSiWare | Plants vs. Zombies |
| Xbox 360, PlayStation 3 | Plants vs. Zombies |
| Cathay-Sectional | |
| iOS | Great Wall Edition • Plants vs. Zombies 2 • All Stars |
| Android | Nifty Wall Edition (Dev Build) • Journeying to the West • Plants vs. Zombies 2 (Dev Build) • All Stars |
| Windows | Online |
| Android TV | Plants vs. Zombies |
| Garden Warfare | |
| Windows | Garden Warfare • Garden Warfare two • Battle For Neighborville |
| Xbox 360, PlayStation three | Garden Warfare |
| Xbox One, PlayStation 4 | Garden Warfare • Garden Warfare 2 • Battle For Neighborville (Airtight Blastoff) |
| Nintendo Switch | Boxing For Neighborville |
emersonhorlsonflon.blogspot.com
Source: https://tcrf.net/Plants_vs._Zombies_2:_It%27s_About_Time
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