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.
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.
RivalMoveLimitAreaBoxOcta is used to delimit where a rival's area of movement.
- GroupID: !l 5
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