====== Enemies ====== ===== Rival Octolings ===== Enm_Rival(WEAPONNAME)(Octa) is the obejct used to create an enemy Octoling. - DbgWeaponMainId: !l -1 DbgWeaponSubId: !l -1 DbgWeaponTrigFrame: !l -1 EscapeRestHpBorder: !l 100 HeroDeadType: !l 0 HeroWeaponLv: !l 0 IsDistanceSwitch: true IsHiddenWait: true IsHokoSwitch: false IsKeepout: false IsLinkDest: false IsShotSwitch: false IsSleepWait: false IsStrongHero: false ItemDropableParams__DropNum: !l 0 LayerConfigName: Cmn Links: {} PlanType: !l 0 RespawnNum: !l 0 RespawnWaitFrame: !l 0 SpawnType: !l 0 Special: !l 0 SpecialChargeFrame: !l 0 SpecialReChargeFrame: !l 0 SubWeapon: !l 0 SwitchType: !l 0 UseSuperLandingInSuperJump: false If you have a keen eye, you might notice some parameters that would apply more to Agent 3, we'll talk about those later. * IsHiddenWait: used to prevent the enm from acting until activated by a Switch link. * RespawnNum: describes how many "lives" the enemy gets, if IsHiddenWait is true than the activating Switch will consume one life. ==== Rival Super Jump Target ==== RivalRespawnPos is used so that an Octoling Super Jumps to a location upon spawning. Links: OctaSpawner: - {DefinitionName: OctaSpawner, DestUnitId: objX, UnitFileName: ''} where the objX is the rival enm that you want to jump here. ==== Move Limits ==== RivalMoveLimitAreaBoxOcta is used to delimit where a rival's area of movement. - GroupID: !l 5 * GroupID: used to connect multiple areas to act as one. ===== Missile Octocopter ===== Copied from Escape 3: Belly Phase (Fld_OctLastBoss02_OctMsn) - AirBallIkuraDropNum: !l 0 AmbushConstraint: !l 7 AmbushSearchRadius: 250.00000 BindType: !l 0 EnemyRailableParams__SolveType: !l 0 IsAttachAirBall: false IsFaceToPlayerOnActivate: false IsLinkDest: true IsReviveBySwitch: false IsUnbindOnActivate: false ItemDropableParams__DropNum: !l 1 LayerConfigName: Cmn Links: {} ModelName: null NoCulling: false OverwriteAttackBreakTime: !l 500 PatrolFrontDirFixed: false PlayerChaseType: !l 0 Team: !l 2 UnitConfigName: Enm_TakopterMissileBoostOcta UseFrontWithBindable: false UsePaintDrone: false * OverwriteAttackBreakTime: Can be used to set a new time between attacks. The period is very small if this is left as 0.