This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. <heading 1>Level Gimmick </heading> Most of the things that change level objectives/failure conditions are in fact invisible objects. <heading 2>Victory Conditions </heading> <heading 3>Default Condition </heading> The normal way to end a level is by reaching Obj_GoalOcta. <heading 3>Mini Data-Points </heading> <heading 3>Defeat Enemies </heading> <heading 3>Hit the Targets </heading> <heading 3>Ranked Simulation </heading> <heading 3>8-Ball </heading> <heading 3>Timed Victory </heading> <heading 2>Failure Conditions </heading> <heading 3>Limited Ink </heading> <heading 3>Enemy Ink Contact/Floor Is Lava </heading> <heading 3>Limited Ink </heading> <heading 3>8-Ball </heading> <heading 3>Timed Failure </heading> <heading 3>Orb Defence </heading> <heading 2>Altered Play Conditions </heading> <heading 3>Permanent Special </heading> 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.