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This article's name is conjectural, as an official name for the subject has yet to be found, and may not even exist. If an official name is found, please move this article to its correct name!
"Octo Generator"
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"Octo Generator" is a midboss from Rockman & Forte: Mirai Kara no Chousensha. It is a giant octopus robot capable of summoning other enemies.
Octo Generator is included in the Megamix Engine, and was available as a devkit enemy in all games made with it. It first appeared in Make a Good Mega Man Level: Episode Zero, where it made two appearances, both in Null and Void. The first appears at the end of CSketch and TruffledToad's room on Floor 2, and the other at the end of Yoshiatom's room on Floor 4. It didn't quite appear as a miniboss in Make a Good 48 Hour Mega Man Level, but an Octo Generator appears as an NPC in Tier 11. When spoken to, it will randomly generate a level name based on those of all the entry stages.
Octo Generator returned for Make a Good Mega Man Level 3, but was only used in the entry House of Fun and the NEO Pit of Pits sublevel "This Text is Probably Covering a Wall Blaster".
Included in the Megamix Engine is a custom variant of Octo Generator named "Proto Generator"; to date, this variant's only use in a MaGMML game is in the MaG48HMML entry Obligatory Enemy Spam Level. In MaGMML3, a Proto Generator appears as an NPC in Tier 15, and performs the same function as the Octo Generator NPC in MaG48HMML.
Behavior[edit]
Octo Generator will simply remain idle and summon enemies based on where Octo Generator Child Spawn Location objects are placed in the room. It can take damage from reflected shots.
The Proto Generator variant functions identically, but is completely immune to all weapons, and can only be defeated by destroying every enemy it spawns. The counter on its head displays the number of enemies left to defeat.
Octo Generator has five creation code variables:
- childObject[#] - Is used to decide what object(s) Octo Generator summons, with the number in brackets deciding the order the enemies are summoned in. By default, the only instance of this value is "childObject[0] = objFatool".
- enemiesOnScreen - How many enemies Octo Generator can leave on-screen at a time. Default is 2.
- initalSpawn - How many enemies spawn when Octo Generator spawns. Default is 1.
- enemiesToDefeat - Setting this value to a number above -1 (the default) will cause Octo Generator to be defeated regardless of its current health when the number of defeated enemies is equal to the value (for example, if the value is set to 5, and 5 enemies are defeated).
- variant - Default value is 0, which will make Octo Generator spawn in its normal form. Setting this value to 1 makes it spawn as Proto Generator, which can only be defeated using the "enemiesToDefeat" variable with a number above -1.
Damage Table[edit]
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1/1/3
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3
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1
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2
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3
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0.5
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3
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1/5
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2
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Other Notes
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1/1/3
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2
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1
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1
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1
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Y
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1
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3
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4
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3
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2
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Other Notes
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Make a Good Mega Man Level 3[edit]
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1/1/3
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1
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1
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1
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4
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3
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2
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3
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2
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2/3/Y
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2
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1/2/3
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1
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5/4
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4
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0.5
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1
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1
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3
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3/1
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1
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Other Notes
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Make a Good 24 Hour Mega Man LevelMegamix Only[edit]
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1/1/3
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4/2
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1/5
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99
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Other Notes
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Make a Good 48 Hour Mega Man LevelMegamix Only[edit]
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1/1/3
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4
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2
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0
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2
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1/1/2
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2
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3
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2
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Other Notes
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The only Octo Generator in MaG48HMML is a Proto Generator variant, which is immune to all weapons.
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Make a Good Mega Man Level: Episode Zero[edit]
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1
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1
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2
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99
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1
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1
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2
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2
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2
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3
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3
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2
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2
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2
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2
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2
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1
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1
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2
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2
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1
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1
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2
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2
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Other Notes
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Megamix Engine[edit]
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1/1/3
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Y
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2
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4
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2
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2
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Other Notes
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