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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

You might notice some parameters that would apply to Agent 3. This author does not currently believe that these have any effect on non-Hero Rival objects.

  • 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.
  • SubWeapon: describes the type of Sub the Rival will use.
    1. Splat Bomb
    2. Burst Bomb
    3. Unknown
    4. Auto Bomb
    5. Curling Bomb
  • Special: describes the type of Special the Rival will use. Official levels have this set as -1 if the Octoling should not have a special, although leaving it as 0 appears to have the same result. Note that the IDs used here are different from the IDs found in Mush.release.pack/WeaponInfo_Special.byml:
    1. Ink Armor
    2. Tenta Missiles
    3. Sting Ray
    4. Bubble Blower
    5. Splat Bomb Launcher
    6. Inkjet
    7. Burst Bomb Launcher
    8. Curling Bomb Launcher
    9. Auto Bomb Launcher
    10. Splashdown
    11. Baller
    12. Bubble Blower

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. This connection is not mutually exclusive and multiple Rivals can jump to the same RivalRespawnPos.

Move Limits

RivalMoveLimitAreaBoxOcta is used to delimit a rival's area of movement.

    - GroupID: !l 5
  • GroupID: used to connect multiple areas to act as one.

On the Rival object itself, you must use this link

        MoveLimitArea:
          - {DefinitionName: MoveLimitArea, DestUnitId: objXXX, UnitFileName: ''}

where objXXX is the RivalMoveLimitAreaBoxOcta object.

Agent 3

Obj_RivalHeroOcta is a very lightly modified version of enemy Octolings. It is capable of being altered in the same way as Octolings (different Subs, Specials) and uses the same method to control its Super Jump.

The following is the object used in the first phase of Inner Agent 3 (OctShowdown):

    - DbgWeaponMainId: !l -1
      DbgWeaponSubId: !l -1
      DbgWeaponTrigFrame: !l -1
      EscapeRestHpBorder: !l 100
      HeroDeadType: !l 0
      HeroWeaponLv: !l 1
      Id: obj60
      IsDistanceSwitch: false
      IsHiddenWait: false
      IsHokoSwitch: false
      IsKeepout: false
      IsLinkDest: true
      IsShotSwitch: false
      IsSleepWait: true
      IsStrongHero: true
      ItemDropableParams__DropNum: !l 1
      LayerConfigName: Cmn
      Links:
        MoveLimitArea:
          - {DefinitionName: MoveLimitArea, DestUnitId: obj81, UnitFileName: ''}
        ToSwitchAllDead:
          - {DefinitionName: ToSwitchAllDead, DestUnitId: obj105, UnitFileName: ''}
      ModelName: null
      ParameterName: null
      PlanType: !l 0
      RespawnNum: !l 0
      RespawnWaitFrame: !l 0
      Rotate: {X: 0.00000, Y: -45.00000, Z: 0.00000}
      Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000}
      SpawnType: !l 0
      Special: !l 6
      SpecialChargeFrame: !l 300
      SpecialReChargeFrame: !l 600
      SubWeapon: !l 4
      SwitchType: !l 1
      Team: !l 2
      Translate: {X: 185.00000, Y: 2000.00000, Z: -185.00000}
      UnitConfigName: Enm_RivalHeroOcta
      UseSuperLandingInSuperJump: true
  • HeroDeadType: controls the way Agent 3 reacts upon being splatted. 0 causes armour break and Agent 3 will Super Jump away (this is all visual, any action normally taken upon enemy death such as dropping Power Eggs or activating SwitchAllDead will stick occur). 1 causes Agent 3 to be visually splatted like any other Rival. 2 is used for the Agent 3 dramatic splat animation (Demo11_KnockOut)
  • IsStrongHero: Used to switch between Sanitised Agent 3 and Inner Agent 3 behaviour.
  • Special: When special 10 Splashdown (SuperLanding) is used by an Agent 3 object, it becomes Super Splashdown Rush. IsStrongHero reduces the time between Super Splashdowns

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.

Octocommanders

From E08 Da Bomb Station (OctBomb)

    - AirBallIkuraDropNum: !l 0
      BindType: !l 0
      CheckInitialLaserCol: false
      Id: obj570
      IsAttachAirBall: false
      IsFaceToPlayerOnActivate: false
      IsLinkDest: false
      IsReviveBySwitch: false
      IsUnbindOnActivate: false
      ItemDropableParams__DropNum: !l 1
      LayerConfigName: Cmn
      Links:
        ToSwitchAllDead:
          - {DefinitionName: ToSwitchAllDead, DestUnitId: obj438, UnitFileName: ''}
      ModelName: null
      RotPatrole360: false
      Rotate: {X: 0.00000, Y: 0.00000, Z: 0.00000}
      Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000}
      Team: !l 2
      Translate: {X: 300.00000, Y: 215.00000, Z: -555.00000}
      UnitConfigName: Enm_SpinnerOcta
      UseFrontWithBindable: false
      ViewAngle: -1.00000