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Enemy States (Werehog)

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The Werehog's enemies have a chart (or character) state xml, found in their respective archive files (e.g. #EvilEnemyNightmareR.ar.00 >> EvilEnemyNightmareR.chr.xml). This XML file deals with the different states of the enemies, and how the enemies react to the player's attack types.

Note
Each enemy has distinct states (hard-coded), so we will view common values between enemies.


StateChartInfo

The StateChartInfo identifies the enemy's state as "Rise", and receives "KnockOut" when hit with a "KnockBackSoft" attack type.

StatChart is what the game calls the StateChart, which contains every individual information of the different states. StateChartInfo represents an individual state of a nighttime enemy. StateNames identify the different enemy states which are active, along with player attack types.

These vary between enemies, hence it is currently impossible to add new ENEMY states or states which belong to other enemies. However, it is possible to create a StateChartInfo with an attack type, allowing for enemies to react to the next attack type.

The enemy reacts to different attack types by writing in the StateNames into the variables. For example, if an enemy is in the "Rise" state and the player attacks them with a combo using the "NormalSoft" attack type, that enemy will enter a damage state and therefore receive damage (which is determined by Evil_Enemy.prm.xml and the code itself. Refer to "Attack and Hitbox Collision Types" for more information on attack types.

StateNames

StateNames determine what the state of an enemy is, and how they react to different player attack types. It is a static system, so it makes sense to use it sparingly.

There are common states such as "Begin", "Walk", "Damage", "Think", and so on, which work commonly between enemies and their variants. Next, enemies tend to have group specific values, such as Small and Middle enemies having a "Jump" or "Combo" state while minibosses do not. Finally, enemies have their own specific values for their enemy type and variants, such as "AttackOneHand" or "Shot".

Below this paragraph are listings of majority of the different enemy states, though there will be information missing. It is your responsibility to find out what every state does, but most of the named states will be informative enough.

Common States

Common StateNames
StateName Enemy Type Function
Begin All Enemy is summoned and awakens
Tell Small, Middle Warns other enemies around them
Walk All Walks around.
Wait All Untested
Think All Enemy has a certain percentage chance of

walking, waiting, or doing a certain action.

Seek All Looks around for player
Fall Small, Middle Falls from height
Rise Small, Middle Rises after getting knocked out
RiseAfterCombo Small, Middle Rises after getting comboed mid-air
Guard Middle Guards against the player
Stance Small, Middle Prepares for attack
AttackSpecial Small, Middle Special Attack
Chase Small, Middle Chases after player
Jump Small, Middle Jumps
Damage All Damages enemy
Stun All Stuns enemy
KnockOut Small, Middle Knocks back enemy (static)
KnockOutByMotion Small, Middle Knocks back enemy (dynamic?)
Combo Small, Middle Juggles enemy when hit
Dead All Death state

Small Enemy States

StateName Enemy Variant Function
AttackNormal Little Rex (Reckless), Chibi Fighters, Dark Fright (Spooky) All Single bite attack, punch attack, Flying strike attack
AttackHard Little Rex (Reckless) All Hard headbutt attack
AttackRush Little Rex (Reckless) All Chomping charge attack
Sleep Little Rex (Reckless) All Napping
DeepSleep Little Rex (Reckless) All Napping, but with Zs.

Middle Enemy States

MiddleEnemy Specific StateNames
StateName Enemy Variant Function
Attack Egg Fighter, Master, Killer Bee All but Egg Shooters, All, All
  • Combined state for all Egg Fighters attack (punches, sword strike, shield bashes)
  • Close-range hit for Masters
  • Both rush and near attack for Killer Bees
Shot Egg Fighter Egg Shooter Shooting at player
ShootChibi Egg Fighter Egg Chibi Fighter Shooting chibi fighter out of hands.
AttackOneHand Nightmare All Single hand attack (close and far)
AttackBothHand Nightmare All Double hand attack (close and far)
AttackJump Nightmare All Jump attack
SummonSpooky Master Spooky Master Summons spooky's and other enemies
MagicRecovery Master Heal Master Heals enemies
MagicPowerUp Master Power Master Powers enemies
MagicFire Master Fire Master Fire ball
MagicLightning Master Lightning Master Lightning ball
Dodge Nightmare All Dodges against attack
Idle Dark Eel (Moleel) N/A Idle state
Appear Dark Eel (Moleel) N/A Appears from hole
AttackSlash Dark Eel (Moleel) N/A Straight bite attack
AttackRolling Dark Eel (Moleel) N/A Horizontal spinning attack
AttackRollingOnce Dark Eel (Moleel) N/A Horizontal sweep attack
Fireball Dark Eel (Moleel) N/A Fire ball

Miniboss Enemy States

Miniboss Enemy States (Variants N/A)
StateName Enemy Variant Function
AttackIdle Titan, Big Mother N/A Prepares for attack
AttackRolling Titan, Big Mother N/A Large swipe attack, Spinning attack
AttackNear Titan N/A Close-range attack
AttackOneStrike Titan N/A Single strike attack
AttackThreeStrike Titan N/A Triple strike attack
AttackStreightShockwave Titan N/A Charged strike attack
AttackJumpShockwave Titan, Big Mother N/A Jumping shockwave attack
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