Level Gimmick
Most of the things that change level objectives/failure conditions are in fact invisible objects.
Victory Conditions
Default Condition
The normal way to end a level is by reaching Obj_Goal(Octa).
Mini Zapfish/Data-Points
Levels that requires the collection of eight mini-zapfish or datapoints use Obj_RogPoint(Octa). SequenceSwitch objects can be used to react to a certain number of RogPoints being obtained, using the following parameters: Name: RogX
Switchable__InitialState: !l 0
Switchable__RespawnReset: !l 2
with the “X” in “RogX” corresponding to the number of datapoints you want the switch to activate upon.
Defeat Enemies
Hit the Targets
Ranked Simulation
8-Ball
Timed Victory
Failure Conditions
Limited Ink
Enemy Ink Contact/Floor Is Lava
Limited Ink
8-Ball
Timed Failure
Orb Defence
Altered Play Conditions
Permanent Special
Despite what the Supply Point says, this is actually controlled by AlwaysSpecialSetterOcta. If you set the main weapon as Jetpack or AquaBall (Inkjet or Baller) in Mush.release.pack→Octa2DMapInfo.byaml, you'll start with no weapon. If the AlwaysSpecialSetterOcta object is in the Map, it will overwrite the main weapon supplied by the Supply Point.- “Type: 0” will set it to Inkjet.
- “Type: 1” will set it to Baller.
Even though mechanically setting the main weapon in Octa2DMapInfo.byaml does nothing, it is still recommended to do so for visual clarity for the player.