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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
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.
- Special: describes the type of Special the Rival will use. Should be set to -1 if no Special should be used
- Ink Armor
- Tenta Missiles
- Sting Ray
- Bubble Blower
- Unknown
- Inkjet
- Unknown
- Curling Bomb Launcher
- Auto Bomb Launcher
- Splashdown
- Baller
- 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.
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.
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)
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