Difference between revisions of "Octo Generator"

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|caption=
 
|caption=
 
|jname=
 
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|script="オクトジェネレータ"
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|romaji="Okutojenerēta"
 
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|hp=20
 
|hp=20
 
|at=6 (contact)
 
|at=6 (contact)
|weak=[[Ice Wall]]{{3}}<br>[[Flame Mixer]], [[Concrete Shot]]{{48H}}<br>[[Metal Blade]], [[Top Spin]], [[Black Hole Bomb]], [[Wheel Cutter]], [[Sakugarne]], [[Wire Adaptor]], [[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}}
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|weak=[[Tornado Blow]], [[Ice Wall]]{{3}}<br>[[Flame Mixer]], [[Concrete Shot]]{{48H}}<br>[[Metal Blade]], [[Top Spin]], [[Black Hole Bomb]], [[Wheel Cutter]], [[Sakugarne]], [[Wire Adaptor]], [[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}}
 
|category=Nature
 
|category=Nature
 
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*enemiesOnScreen - How many enemies Octo Generator can leave on-screen at a time. Default is 2.
 
*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.
 
*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 health when the number of defeated enemies is equal to the value.
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*enemiesToDefeat - Setting this value to a number above -1 (the default) will cause Octo Generator to be defeated regardless of its 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 (the sprite on the right), which can only be defeated using the "enemiesToDefeat" variable with a number above -1. The counter on its head displays how many enemies are left to defeat.
 
*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 (the sprite on the right), which can only be defeated using the "enemiesToDefeat" variable with a number above -1. The counter on its head displays how many enemies are left to defeat.
  
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|laser=1
 
|laser=1
 
|water=1
 
|water=1
|tornado=2
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|tornado=4
 
|thunder=2
 
|thunder=2
 
|magnetic=2
 
|magnetic=2

Revision as of 11:40, 25 September 2018

WanderBell.png Who even are you anyways?!

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"
Information
In-Game Information
HP: 20
Attack Damage: 6 (contact)
Weakness(es): Tornado Blow, Ice Wall3
Flame Mixer, Concrete Shot48H
Metal Blade, Top Spin, Black Hole Bomb, Wheel Cutter, Sakugarne, Wire Adaptor, Super Arm, Chill Spike, Plant BarrierMegamix Only
Category: Nature
Misc. Information
Script: "オクトジェネレータ"
Romaji: "Okutojenerēta"
Series Information
Official Game Appearances: Rockman & Forte: Mirai Kara no Chousensha
OctoGenerator.png

"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 is planned to appear as a devkit enemy in Make a Good Mega Man Level 3 and Make a Good 48 Hour Mega Man Level.

Behavior

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.

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 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 (the sprite on the right), which can only be defeated using the "enemiesToDefeat" variable with a number above -1. The counter on its head displays how many enemies are left to defeat.

Damage Table

Make a Good Mega Man LevelMegamix Only

M.Buster M.Blade G.Laser S.Blaze T.Spin T.Wool B.H.Bomb P.Shot M.Card
1/1/3 3 1 2 3 0.5 3 1/5 2
Other Notes

Make a Good Mega Man Level 2Megamix Only

M.Buster H.Chaser J.Satellite G.Buster T.Blade F.Stopper S.Claw W.Cutter Sakugarne W.Adaptor S.Arrow
1/1/3 2 1 1 1 Y 1 3 4 3 2
Other Notes

Make a Good Mega Man Level 3

M.Buster S.Chaser L.Trident W.Shield T.Blow T.Beam M.Shockwave I.Wall B.Dash
1/1/3 1 1 1 4 2 2 3 2
Other Notes

Make a Good 24 Hour Mega Man LevelMegamix Only

M.Buster S.Arm C.Spike Skeletup n' Pakkajoe
1/1/3 4/2 1/5 99
Other Notes

Make a Good 48 Hour Mega Man Level

M.Buster F.Mixer R.Flush S.Shock S.Snake T.Blade S.Water C.Shot H.Sniper Beat
1/1/3 4 2 0 2 1/1/2 2 3 2
Other Notes

Megamix Engine

M.Buster T.Stopper P.Stone P.Barrier B.Dropper I.Slasher
1/1/3 Y 2 4 2 2
Other Notes