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.