Enemy States (Werehog)
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.
StateChartInfo

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.
StateName
There are common states such as "Begin", "Walk", "Damage", "Think", and so on, which work commonly between enemies and
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 |
| 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 | |