Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| blitz:enemy [2026/08/05 17:07] – gameboyadv4002 | blitz:enemy [2026/08/09 10:56] (current) – gameboyadv4002 | ||
|---|---|---|---|
| Line 36: | Line 36: | ||
| * RespawnNum: describes how many " | * RespawnNum: describes how many " | ||
| * SubWeapon: describes the type of Sub the Rival will use. | * SubWeapon: describes the type of Sub the Rival will use. | ||
| - | - Unknown | + | - Splat Bomb |
| - | - Unknown | + | - Burst Bomb |
| - Unknown | - Unknown | ||
| - Auto Bomb | - Auto Bomb | ||
| Line 66: | Line 66: | ||
| ==== Move Limits ==== | ==== Move Limits ==== | ||
| - | RivalMoveLimitAreaBoxOcta is used to delimit | + | RivalMoveLimitAreaBoxOcta is used to delimit a rival' |
| < | < | ||
| Line 72: | 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 120: | Line 127: | ||
| </ | </ | ||
| * HeroDeadType: | * HeroDeadType: | ||
| - | * IsStrongHero: | + | * 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 ===== | ||