By 'tanked', I mean if a player has a suitably strong sword, and fast-sword is enabled; Te player can rapidly slash middle segments, that can die, and cause the lead half, and the tail half to split, gaining their own movements. This can be interesting, and if it was something that a user could control, and direct, would make for a new twist on splitting enemies; but it's purely at random.
I'm not sure why you brought up ghost.zh, as I don't ghost lanmolas. If there is anywhere in the game that has lanmolas applied to ghost.zh, please inform me, as it's a bug. Misc Attr 12 on all of them is set to '0', so they aren't running any autoghost stuff; although I am now curious if adding autoghost properties to them (such as ghosted eweapons, lasers, or other silly things) will break them more-so than they are by default.
In practical terms, I wouldn't want to ghost huge segmented enemies at all, because I'd need to account for relational movements of every segment with very complex instructions. This, is because I'm lazy, and don;t want to write everything necessary to make such an enemy. It is however, possible, but not trivial, to accomplish.
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Explain, please. What animation factors would cause this behaviour?
(Edit) Oh, crumbs. It's not set to Lnmola animation... I don;t know how that happened, as I never intentionally changed it. I thought I used the [ / ] copy paste to duplicate the enemy, before modifying it. Looks like I had some properties wrong, period.
I wonder if there is a way to force lanmolas or moldorm enemies to split into individual segments. It would be amusing, if it wasn't a glitch.
Now I'm curious what the other animation types will do to the enemy. (Tested: They do nothing, for either lanmola, or moldorm types.)
'Lanmolas do whatever they please' may as well be a new quote.