Differences
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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| blitz:enemy [2026/08/05 15:43] – gameboyadv4002 | blitz:enemy [2026/08/09 10:56] (current) – gameboyadv4002 | ||
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| </ | </ | ||
| - | If you have a keen eye, you might notice some parameters that would apply more to Agent 3, we'll talk about those later. | + | 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: | * IsHiddenWait: | ||
| * RespawnNum: describes how many " | * RespawnNum: describes how many " | ||
| - | * Special: describes the type of Special the Rival will use. Should be set to -1 if no Special | + | |
| + | - Splat Bomb | ||
| + | - Burst Bomb | ||
| + | - Unknown | ||
| + | - Auto Bomb | ||
| + | - Curling Bomb | ||
| + | | ||
| - Ink Armor | - Ink Armor | ||
| - Tenta Missiles | - Tenta Missiles | ||
| - Sting Ray | - Sting Ray | ||
| - Bubble Blower | - Bubble Blower | ||
| - | - Unknown | + | - Splat Bomb Launcher |
| - Inkjet | - Inkjet | ||
| - | - Unknown | + | - Burst Bomb Launcher |
| - Curling Bomb Launcher | - Curling Bomb Launcher | ||
| - Auto Bomb Launcher | - Auto Bomb Launcher | ||
| Line 57: | Line 63: | ||
| - {DefinitionName: | - {DefinitionName: | ||
| </ | </ | ||
| - | where the objX is the rival enm that you want to jump here. | + | 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 ==== | ==== Move Limits ==== | ||
| - | RivalMoveLimitAreaBoxOcta is used to delimit | + | RivalMoveLimitAreaBoxOcta is used to delimit a rival' |
| < | < | ||
| Line 66: | Line 72: | ||
| </ | </ | ||
| * GroupID: used to connect multiple areas to act as one. | * GroupID: used to connect multiple areas to act as one. | ||
| + | |||
| + | On the Rival object itself, you must use this link | ||
| + | < | ||
| + | MoveLimitArea: | ||
| + | - {DefinitionName: | ||
| + | </ | ||
| + | where objXXX is the RivalMoveLimitAreaBoxOcta object. | ||
| Line 114: | Line 127: | ||
| </ | </ | ||
| * HeroDeadType: | * HeroDeadType: | ||
| + | * IsStrongHero: | ||
| + | * 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 ===== | ===== Missile Octocopter ===== | ||