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Plants vs. Zombies 2: It's About Time
Plants vs. Zombies 2: It's About Time |
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Developer:
PopCap Games
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This game is still under active development. Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary! |
A new Plants vs. Zombies game? It's about damn time.
To do: There are two pages on the Plants vs. Zombies Wiki that have more unused content and more upcoming information than this page. Add them here. (Also, update this page to be in line with the latest release.) |
To do: apparently I have heard about concept art for plants that never made it into the final game (like the mammoth nut), can someone put it in a prototype/prerelease article? |
Contents
Unused/Prototype Plants
Unlike the other plants, these lack a description header and plantfood text.
Far Future descriptions
Descriptions that have been changed with plants from Far Future.
Starfruit
Present in the code since the game's launch, although its description was changed.
[STARFRUIT] Starfruit [STARFRUIT_DESCRIPTION] {FLAVOR}"Aw, man," says Starfruit. "I went to the dentist the other day and he said I have four cavities. I've got --count it-- ONE tooth! Four cavities in one 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] {FLAVOR}Since he was a young citrus he tried to donate plasma to help out people, but his juices were to acidic. Then he discovered how to donate a different kind of plasma. [CITRON_DESCRIPTION_HEADER] Citrons shoot powerful balls of plasma. [CITRON_TOOLTIP] Shoots powerful balls of plasma
Laser 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 bean until a lab accident involving a chemical spill and a radioactive weevil gave him strange powers beyond those of normal beans. [LASER_BEAN_DESCRIPTION_HEADER] Laser Beans fire down a lane, hitting all zombies ahead of it. [LASER_BEAN_PLANTFOOD] LASER_BEAN_PLANTFOOD [LASER_BEAN_TOOLTIP] Shoots a laser that pierces through zombies
Tile Turnip
Also present in the code since the game's launch, though (again) its description was changed.
[POWERPLANT] Tile Turnip [POWERPLANT_DESCRIPTION] {FLAVOR}Through great sacrifice comes great Power Tiles. Such is the way of the Tile Turnip. [POWERPLANT_DESCRIPTION_HEADER] Tile Turnips create a Power Tile on planting. [POWERPLANT_TOOLTIP] Creates a Power Tile
Marigold
Present on the game's loading screen and in the shop in the Chinese version, although it currently only appears during gameplay in the Zen Garden. With external modifications, it 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. Also, its plant food ability will produce a lot of coins and kill the plant.
[MARIGOLD] Marigold [MARIGOLD_DESCRIPTION] {KEYWORD}Special: {STAT}gives coins {FLAVOR}Marigold spends a lot of time deciding whether to spit out a silver coin or a gold one. She thinks about it, weighs the angles. She does solid research and keeps up with current publications. That's how winners stay ahead. [MARIGOLD_DESCRIPTION_HEADER] Marigolds give you 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. It flings more projectiles over time. [PULTSHROOM_TOOLTIP] Flings more 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 first game, it was given this ability to hide (as it was given different 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 short-range shooter. It only lasts for a limited time. [PUFFSHROOM_TOOLTIP] Short-range shooter, lasts for a limited 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 drop two coins instead of just one
Longer Powerup Duration 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
Yep, bacon. Why? Who knows.
bacon_collection BACON Collect bacon. 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 Bomb Powerup
There is text related to Cherry Bomb being a powerup.
[ADVICE_CHERRY_BOMB_POWERUP] Plant Cherry Bomb to destroy zombies! [WORLDMAP_EVENT_LOD_CHERRY_BOMB_POWERUP_DESC] Cherries are the BOOM! [WORLDMAP_EVENT_LOD_CHERRY_BOMB_POWERUP_TITLE] Choose Cherry Bombs as a Power Up and explode today's Piñata Party. LevelPowerupsCherryBomb powerupcherrybomb PowerupSeedPacket
Unused Levels
To do: There's more, like the unused travel log quest called "land war". |
Given that the game is still in development, it's still possible these could be implemented. Since they're unused now, though, they're here.
Very Early Lost City Day 1
To do: 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 final counterparts: they still give you sun, but it allows zombies to step on it, which sometimes activates a "Bot Swarm!" or "Raiding Party!" ambush.
The zombies in this level are Future Zombie, Conehead Future Zombie, Buckethead Future 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: Replace the video. |
First added in the Lost City Part 1 update, this level has the final golden tiles, although the Future Zombies are replaced by Adventurer Zombies. It still has the Bug Bot Imp, Troglobite, Yeti Imps, Disco Tron 3000, Disco Jetpack Zombie, Jetpack Zombie, and Swashbuckler Zombie.
Far Future
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 Future! Universe Star Gate available! [FUTURE_CHALLENGE_MINIGAME_A_NAME] Zomboss Test Lab - I [FUTURE_CHALLENGE_MINIGAME_B_NAME] Zomboss Test Lab - II [FUTURE_CHALLENGE_MINIGAME_C_NAME] Zomboss Test Lab - III [FUTURE_KEYGATE_HEADER] FUTURE GATE [FUTURE_ZOMBOSS] Zombot Temporal-tron Mark I [FUTURE_ZOMBOSS_DESCRIPTION] {KEYWORD}Special: {STAT}summons zombies from different time periods {FLAVOR}Dr. Zomboss had trouble deciding which time period's styling would be best for the Temporal-tron, so he just 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 future! Has tac-nology advanced yet? [NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_A_2] {TIRED:winnie}I don’t know. I’m 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 have 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 “Future 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 one. [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_A_1] {NPC_ENTER:crazydave}{TIRED}Another Zomboss battle? You can’t keep a bad guy down. [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 ever get déjà vu? [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_2] {NPC_ENTER:winnie}No. [NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_3] {SAY:crazydave}Penny, do you ever 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}One more level and I will no longer fear for my circuits. [NARRATIVE_FUTURE_INTRO_CONVEYOR_TILES_1] {NPC_ENTER:crazydave}{EXCITED}Conveyor belts: The technology 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 Future, I have detected a weight change in the cabin. [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_2] {NPC_ENTER:crazydave}{EXCITED}Thanks 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’s nice of him to plant-sit 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 lawn. [NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_FAILURE_1] {NPC_ENTER:crazydave}{SAY}Whoa, better try that one 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}Continue earning Stars to unlock new Star Gates we discover! [NARRATIVE_FUTURE_OUT_OF_CONTENT_3] {SAY:winnieicon}Plus, practice advanced 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 present and accounted for, but… [NARRATIVE_FUTURE_OUTRO_LASTLEVEL_3] {EXCITED:crazydave}There's 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}We'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 here, User Dave? [NARRATIVE_FUTURE_WORLDMAP_INTRO_2] {TIRED:winnieicon}Based on my threat gauge, I cannot advise moving ahead. [NARRATIVE_FUTURE_WORLDMAP_INTRO_3] {NPC_ENTER:crazydaveicon}But... future 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}As you have reached the 50% mark, we have sent you the invoice for 50% 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 Place-erators [STARCHALLENGE_FUTURE_FINALE_NAME] Final Day [WORLD_PREVIEW_DESCRIPTION_FUTURE] If tacos were amazing before, then they have to be EVEN 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] {FLAVOR}He always wanted to "see the world", "be his own boss", and "meet and consume 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 forward. [ZOMBIE_FUTURE_JETPACK] Jetpack Zombie [ZOMBIE_FUTURE_JETPACK_DESCRIPTION] {KEYWORD}Special: {STAT}floats over low plants, boosts over most other plants {KEYWORD}Weakness: {STAT}Tall-nut {FLAVOR}The Jetpack Zombie was an early adopter during the brain acquisition tech explosion of 2113. Little did he know he would be stuck with version 1.0 of the simple jetpack. [ZOMBIE_FUTURE_JETPACK_DESCRIPTION_HEADER] Boosts to float over all but the tallest plant barriers. [POWERTILE_TUTORIAL_3] Awesome! You can plant 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 Dark Ages level.
[CLEOPATRA_EVENT_NOTIFICATION] It's 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 after v2.3.1 update:
####### Dark 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 1.68.1 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 1.71.1 ZombieDarkWizard PropertySheets ZombieWizardDefault ZombieDarkWizardGroup ZombieDarkAgesWizardAudio ZombieAnimRig_DarkWizard POPANIM_ZOMBIE_ZOMBIE_DARK_WIZARD 1.72.1 dark_juggler ZombieDarkJuggler PropertySheets ZombieDarkJugglerDefault ZombieDarkJugglerGroup ZombieDarkAgesJesterAudio POPANIM_ZOMBIE_ZOMBIE_DARK_JUGGLER 1.73.1 dark_king ZombieDarkKing PropertySheets ZombieDarkKing ZombieDarkKingGroup ZombieDarkAgesKingAudio ZombieAnimRig_DarkKing POPANIM_ZOMBIE_ZOMBIE_DARK_KING
Dark Ages zombies pre-v2.3.1 update:
####### Dark Zombies ####### 1.58.1 dark PropertySheets ZombieDarkDefault ZombieDarkBasicGroup 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 1.62.1 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 1.64.1 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 1.68.1 dark_impcone PropertySheets ZombieDarkImpCone 1.69.1 dark_impbucket PropertySheets ZombieDarkImpBucket 1.70.1 dark_thief ZombieDarkThief PropertySheets ZombieDarkThiefDefault ZombieDarkThiefGroup ZombieAnimRig_DarkThief POPANIM_ZOMBIE_ZOMBIE_DARK_THIEF 1.71.1 dark_wizard ZombieDarkWizard PropertySheets ZombieWizardDefault ZombieDarkWizardGroup ZombieAnimRig_DarkWizard POPANIM_ZOMBIE_ZOMBIE_DARK_WIZARD 1.72.1 dark_impcrown PropertySheets ZombieDarkImpCrown
Dark Ages plants after v2.3.1 update:
####### Dark Plants ####### sunshroom PlantSunshroom PropertySheets Sunshroom PlantAnimRig_Sunshroom POPANIM_PLANT_SUNSHROOM dark 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
Dark Ages plants pre-v2.3.1 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
Beta Penny's Pursuit
Originally named Time Twister, this seems to be an early version of Penny's Pursuit, but used as a World instead of a separate game mode. This beta version was removed in the v1.3 update, but 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
The Beach
In the v2.4.1 update, they started to develop a world called "The Beach", since June 20, 2014. Released in the v2.9.1 update, its current name is Big Wave Beach.
The following plant is unused. It was planned to be brought because of PvZA being shut down. It was later replaced by the Banana Launcher.
####### Beach Plants ####### bamboom PlantBamboom PlantBamboomAudio PropertySheets BamboomDefault POPANIM_PLANT_BAMBOOM
Before the v2.7.1 update, a "Fast Swimmer Zombie" existed in the files. The zombie would have moved fast on water but normal speed on land. Also, before the Beach World came out, a "Coconut Bowler" plant existed, though was replaced by Bowling Bulb.
This world was going to have 12 levels in Part 1 and another 12 levels in Part 2, followed by a boss fight.
The Bowling Bulb, right before Big Wave Beach's release, had a more powerful attack. Its PF ability could easily take out Gargantuars just one time. Due to it possibly being overpowered, it was nerfed just before BWB levels came out.
In the code for Bulb Bowling 1 (Big Wave Beach - Day 8) there 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 one blow. But, for an odd reason, as if Big Wave Beach would've seemed too easy to players and changed them to weak plants to defeat OP zombies, it was scrapped before the release. There is a video on YouTube showing the Giant Bulb by hacking means. There is no code about the Giant Bulb in Bulb Bowling 2 (Big Wave Beach - Day 24).
In the BWB trailers, an Imp wearing hair similar to Elvis', wearing a black 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 Get it? Hot! [WORLD_PREVIEW_TEASER_BEACH] +10 Levels! +4 Plants! [WORLD_PREVIEW_BEACH_HIGHLIGHT_COUNT] 200! [PLAYERS_TRIP_TO_BEACH] {PLAYER}'s Trip to the beach!
Frostbite Caves
It first appeared in the files of the 3.0.1 update. Its old name was "Ice Age" and is still called that in the files. The 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 there. However, the world was thought to be fake until it showed up months later, with different content.
Frostbite Caves was planned to have 32 levels. Rotobaga (a plant in that world)'s old name was "X-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 become frozen veggies.
Lost City
The world first appeared in the files of the 3.4.4 update.
These plants still remain unused: sunpod: Grows a head up to five heads for every 500 sun in the bank. Has a sun cost of 300 and a fast recharge. sungun: Attracts sun for a short time, then shoots it towards zombies. Has a sun cost of 50 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 have then afterwards summoned an Explorer Zombie. Possible an early version of Imp Porter.
Neon Mixtape Tour
The world first appeared in the files of 3.8.1. It is internally named "eighties".
Jurassic Marsh
Early name was "Mesozoic Marsh", and is internally named "dino".
Modern 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 but they were not used for the game, it seems at one point during development of Plants vs. Zombies 2 every world was originally gonna use these gravestones before they went scrapped due to the flavor of Ancient Egypt and Dark Ages 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
Oddities
ZombieProtoGroup_1536 ZombieProtoGroup_384 ZombieProtoGroup_768 ZombieProtoGroup_Common
Possibly an early or test Zombie used during development. Only its textures remain (Even then, not much of it).
Most of the next listened levels were deleted after the v1.8 and later 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 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] JUMP TO COLLECTION VIEW [JUMP_TO_MACHINE_VIEW] JUMP TO MACHINE VIEW [NARRATIVE_PINCH_1] {NPC_ENTER:winnie}{SAY:winnie}This one is called Mega Zombie Head Pincher. [NARRATIVE_PINCH_2] {NPC_ENTER:crazydave}{SAY:crazydave}{PLAYFUL}{MEDIUM}I 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}Power-up is now online. Zap away. [NARRATIVE_WIZARDFINGER_2] {SAY:crazydave}{EXCITED}{MEDIUM}It's like 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 about this game! Right here! You're looking at it! [EPIC_QUEST_DESC] Some super crunchy Epic Quest Placeholder text YEAHHHHH!!! [EPIC_QUEST_TITLE] Epic Quest Placeholder YEAHHHH!!!
Endless Minigames
Present in the internal list 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 not gonna be a turnip.
- Rotobaga is internally referenced as "xshot", however 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 as "goldtileturnip", probably because both the Tile Turnip and Gold Leaf make tiles.
- Perfume-shroom was referred to as "dinonip" in the prototype codes for Jurassic Marsh.
Zombies
- Conehead Zombie and Buckethead Zombie, as well as both of their variants, are referenced internally as "armor1" for Conehead and "armor2" for Buckethead. A similar thing happens with the Block Zombie and its slightly different variant Knight Zombie, as both are referenced internally as "armor3".
- Barrel Roller Zombie was referenced internally as "barrelpusher" in earlier versions.
- Bug Bot Imp was originally named "Spider Bot Imp" in earlier versions.
- Parasol Zombie was referenced internally as "Lostcity_jane".
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 meet the minimum requirements for this game. [INVALID_WINDOWS_MODE] Windowed mode is only available if your desktop was running in either 16 bit or 32 bit color mode when you started the game. If you'd like to run in Windowed mode then you need to quit the game and switch your desktop to 16 or 32 bit color mode. [NO_WINDOWED_MODE] No Windowed Mode [OPTIONS_3D_ACCELERATION] 3D Acceleration [OPTIONS_FULL_SCREEN] Full Screen [SLOW_PERFORMANCE] Your video card may not fully support this feature. If you experience slower performance, please disable Hardware Acceleration.
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="US" lookandfeel="NORMAL" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation=""> <String id="LOCALE">English_United States</String> <!-- Framework Strings --> <String id="DIALOG_BUTTON_YES">YES</String> <String id="DIALOG_BUTTON_NO">NO</String> <String id="DIALOG_BUTTON_OK">OK</String> <String id="DIALOG_BUTTON_CANCEL">CANCEL</String> <String id="UNEXPECTED_ERROR">An unexpected error has occured! Pressing 'Send Report will send us helpful debugging information that may help us resolve this issue in the future.&cr;&cr;You can also contact us directly at feedback@popcap.com.</String> <String id="PLEASE_HELP">Please help us out by providing as much information as you can about this crash. Is this the first time it happened? Have you used other PopCap Deluxe games successfully before? Have you upgraded your drivers or any software recently that may be interfering with this program?</String> <String id="FAILED_CONNECT_POPCAP">Failed to connect to PopCap servers. Please check your Internet connection.&cr;If you are on a dial-up connection, you may have 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 problems,&cr;it should be switched off.&cr;&cr;Would you like to keep 3D acceleration switched on?</String> <String id="HARDWARE_ACCEL_CONFIRMATION">3D Acceleration Confirmation</String> <String id="HARDWARE_ACCEL_NOT_WORKING">3D acceleration may not have been working correctly during this session.&cr;If you noticed graphics problems, you may want to turn off 3D acceleration.&cr;Would you like to keep 3D acceleration switched on?</String> <String id="FATAL_ERROR">FATAL ERROR</String> <String id="PLEASE_SET_COLOR_DEPTH">Please set your desktop color depth to 16 bit.</String> <String id="FAILED_INIT_DIRECTDRAW">Failed to initialize DirectDraw: </String> <String id="UNABLE_OPEN_PROPERTIES">Unable to open properties file </String> <String id="PROPERTIES_SIG_FAILED">Signature check failed on </String> <String id="INVALID_COMMANDLINE_PARAM">Invalid command line parameter:</String> <String id="APP_REQUIRES_DIRECTX">This application requires DirectX to run. You can get DirectX at http://www.microsoft.com/directx</String> <String id="YOU_NEED_DIRECTX">You need DirectX</String> </Properties>
Shop XML File
The shop XML file from the first game is here.
<?xml version="1.0" ?> <Properties country="US" language="en" lookandfeel="NORMAL" version="1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation=""> <Double id="OPTION_DLG_LABEL_FONT_SCALE">1.0</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">false</Boolean> </Properties>
Developer Documentations?
# ================== Zombie First Wave ===================== First wave is the first wave that this zombie appears in when picked for a wave spawn. This is important because we don't want the hardest zombie spawning in on the very first wave when the player isn't ready. Typical numbers used in PvZ were 1, 5, 10, 15, and 20 =============================================================== # ================ Zombie First Level ====================== First level that the zombie appears on. This should match the levels.xml file for the first time the zombie appears. =============================================================== # ============== Zombie Wave Point Cost ==================== Wave point cost is how many points this zombie is worth when the wave is being built. Example, if the wave will consist of only 20 points, and this zombie is worth 5 points, the wave might randomly pick this zombie 4 times (for a total of 20 points) and this wave would only be made up of 4 zombies. If there are 4 points left to be picked on the wave and this zombie is worth 5 points, it will be skipped because the wave 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 likely to be picked. A value of 0 means it is never picked (but 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 1000, 1500, 2000, 3000, 3500, 4000 =============================================================== # Zombie Template - copy+paste me!!
To do: Double check the formatting |
###################################################################### Name Data Type Default Description =================================================================================================== Class - (string) - UIWidget Class to spawn when the property sheet is loaded. Parent - (string) - null Parent UIWidget to attach to ParentAnchor - (string) - TopLeft Location on parent we anchor to. Values: [TopLeft, Top, TopRight, Left, Center, Right, BottomLeft, Bottom, BottomRight] Anchor - (string) - TopLeft Location on parent we anchor to. Values: [TopLeft, Top, TopRight, Left, Center, Right, BottomLeft, Bottom, BottomRight] ResourceGroup - (string) - null Resource group name that has our art resources Width - (uint16) - 0 Set the SCREEN width of the widget. Values: 0 : Auto-fit to the max size it can be in regards to all widgets > 0 : Size to use Height - (uint16) - 0 Set the SCREEN height of the widget. Values: 0 : Auto-fit to the max size it can be in regards to all widgets > 0 : Size to use VirtualWidth - (uint16) - 0 Set the virtual width of the widget (will 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 (will 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 SizeFromImage - (string) - null Sets the width and height of the widget based upon the size of the specified image. SizeFromScreen - (bool) - false Sets the width and height 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 image. HeightFromImage - (string) - null Sets the height of the widget based upon the size of the specified image. InputPriority - (int8) - 0 Specify the priority that the widget receives mouse input. Values: 0 : Receives no Input 1 - 4 : Lower numbers have higher priority VirtualHitInsets - (array) 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 top inset mRight - (int16) - 0 right inset mBottom - (int16) - 0 bottom inset PositionOffset - (array) Location offset from our anchor location. NOTE: This is assumed to be in SCREEN SPACE. If you want it scaled, set ScalePositionOffset x - (int) - 0 x offset y - (int) - 0 y offset ScalePositionOffset - (bool) - false Specify if we scale the position offset with the UI_S macro RenderOrder - (int16) - 0 Render order of the widget, lower numbers are drawn first. ######################################################################
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 exclusive. '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 but damage is explosive, so no shooter flag
Pick a location in the FLA, scale by -1/2, To pick values for CollisionRect start by identifying a collision rect in the FLA file., Then mX, mY = the vector to the top left of the rect from your pivot point (= AttachedPAMOffset * -2) scaled by 1/2, Then mWidth, mHeight = the width and height of the rect scaled by half
A note on the animation format.
Not a shooter projectile (so will hit excavator holding shovel) by design request)
Technically a shooter but damage is gaseous so not using shooter tag
Regional Differences
To do: Rewrite this section and clean up the formatting. Add regional differences for Far Future and Dark Ages |
Kung-Fu World
A China-exclusive world featuring four exclusive plants, 25 zombies, two bosses, and 30 levels with a special level-choosing mechanism prior to the Far Future update.
The bosses are called Gunpower Devil and Blade Wielding Hero; one appears at Level 16, the other at Level 30.
Basic zombies can use the stands in the levels to become other zombies.
Others
- In the Chinese version, the Plant Food icon is a bean instead of a leaf, but the leaf icon is used for the special level-choosing mechanism for the Kung-Fu World. After the Far Future update, that system was removed along with the regular Kung-Fu Zombies and its normal variants, however the Monk Zombies replaced them.
- The Cherry Bomb and Turbo button are premium, and can be unlocked by either spending 30 Gems or entering a special code.
- There is only one powerup instead of three, which deals massive damage to all zombies onscreen, which is called the Tactical Cuke. When a level begins, the Cuke can be bought for 15 Gems, but the Gem count will multiply by how many times it has been used (i.e. 1x = 15, 2x = 30.)
- At the end of a level, four cards show up and the player has to choose one card. When the player selects one of the other cards, the other cards will show up their content. and the player can select them too if s/he has enough gems, the player can win Gems, Coins, and plants.
- Some plants are obtained via Puzzle Pieces that can be obtained from Treasure Yetis or if the player is lucky enough to get one piece at the end of a level. After the Far Future update in the Chinese version, you can upgrade your plants once you have enough Puzzle Pieces.
- There are three accessible events and no Piñata Parties.
Treasure Yetis drops "Costume Pieces" and money bags instead of a lunch box with 1000 Coins, and can only be played three times per day and in only three levels. the player must first choose a difficulty level.
- Easy = Ancient Egypt
- Medium = Pirate Seas + Level 2 Zombies
- Hard = Wild West + Level 3 Zombies (unlocked after playing on medium difficulty)
Gargantuars has an special event in where they drop money bags and "Puzzle Pieces", which can be used to "upgrade" some plants, also in other levels they always drop money bags when killed.
- Easy = Ancient Egypt
- Medium = Pirate Seas + Level 2 Zombies
- Hard = Wild West + Level 3 Zombies (unlocked after playing on medium difficulty)
Zomboss also has an event in where you can win "Puzzle Pieces", like the other events there is three grades of difficulty. but unlike the others you always fight in Ancient Egypt with Zombot Sphinx-inator.
- Easy = Conveyor belt level
- Medium = Last Stand level with sun producing plants allowed and has Level 2 Zombies
- Hard = Last Stand without the aid of sun producing plants and has Level 3 Zombies (unlocked after beating medium difficulty)
Costumes, rather than just being cosmetic, give plants new abilities.
In the Android version, the card system was replaced with a random item giving system. The player can get a plant, puzzle pieces, or a costume piece for 35 Gems. However, it is free the first time. The player can also use 300 Gems to get 10 of the aforementioned items from it.
Dark Ages was added to the game in the v1.3.0 update. This version of Dark Ages has the same amount of levels as the Kung-Fu World. It also adds 12 more plants (two of which originally appeared in the first Plants vs. Zombies), three new zombies, and three exclusive Brain Busters.
Big Wave Beach was added to the game in February. It includes 3 new exclusive plants, 1 new exclusive zombie, and a Brain Buster with Guacodiles running in the shape of a "Snake".
Developer cheats
To do: Enable this if possible, find more as well. |
Various game files mention a cheat menu, preferably the main game data, this video showcases one from the Chinese release: https://www.youtube.com/watch?v=alrD7qNX8mg (ingame) and this one: https://www.youtube.com/watch?v=I0geM5gF2Mo showcases one from PVZ's YouTube channel livestream (map).
Developer mentions
arcade_config.rton mentions developer directories (going by dev) used to test certain scripts, these include: beghouled# (1-3), beghouled_endless and vasebreaker_peapodtest.
The Plants vs. Zombies series | |
---|---|
Adobe Flash | Plants vs. Zombies |
Android/iOS | Plants vs. Zombies • Plants vs. Zombies 2: It's About Time |
Nintendo DS | Plants vs. Zombies |
Windows/Mac OS X | Plants vs. Zombies • Plants vs. Zombies: Garden Warfare 2 • Plants vs. Zombies: Battle For Neighborville |
Xbox 360/Xbox One, PlayStation 3/PlayStation 4 | Plants vs. Zombies • Plants vs. Zombies: Garden Warfare 2 • Plants vs. Zombies: Battle For Neighborville |
- Games developed by PopCap Games
- Games published by Electronic Arts
- IOS games
- Android games
- Games released in 2013
- Games with unused areas
- Games with unused characters
- Games with hidden development-related text
- Games with unused text
- Games with regional differences
- Games in development
- To do
- Plants vs. Zombies series
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Electronic Arts > Games developed by PopCap Games
Games > Games by platform > Android games
Games > Games by platform > IOS games
Games > Games by publisher > Games published by Electronic Arts
Games > Games by release date > Games released in 2013
Games > Games by series > Plants vs. Zombies series
Games > Games in development