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blitz:enemy [2026/08/05 15:43] – gameboyadv4002blitz:enemy [2026/08/09 10:56] (current) – gameboyadv4002
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 </code> </code>
  
-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: used to prevent the enm from acting until activated by a Switch link.   * 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.   * RespawnNum: describes how many "lives" the enemy gets, if IsHiddenWait is true than the activating Switch will consume one life.
-  * Special: describes the type of Special the Rival will use. Should be set to -1 if no Special should be used +  * SubWeapon: describes the type of Sub the Rival will use.  
 +      - Splat Bomb 
 +      - Burst Bomb 
 +      - Unknown 
 +      - Auto Bomb 
 +      - 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:
       - 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
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           - {DefinitionName: OctaSpawner, DestUnitId: objX, UnitFileName: ''}           - {DefinitionName: OctaSpawner, DestUnitId: objX, UnitFileName: ''}
 </code> </code>
-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 where a rival's area of movement. +RivalMoveLimitAreaBoxOcta is used to delimit a rival's area of movement. 
  
 <code> <code>
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 </code> </code>
   * 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
 +<code>
 +        MoveLimitArea:
 +          - {DefinitionName: MoveLimitArea, DestUnitId: objXXX, UnitFileName: ''}
 +</code>
 +where objXXX is the RivalMoveLimitAreaBoxOcta object.
  
  
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 </code> </code>
   * 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)   * 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 ===== ===== Missile Octocopter =====