Enemy States (Werehog): Difference between revisions
m King Galactix moved page Enemy States (Nighttime) to Enemy States (Werehog): Misspelled title |
Included other entires to the StateName table |
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The Werehog's enemies have a 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. Each | 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. | ||
{{Notice|type=note|content=Each enemy has distinct states (hard-coded), so we will view common values between enemies.}} | |||
== StateChartInfo == | |||
[[File:StateChartInfo.png|thumb|The StateChartInfo identifies the enemy's state as "Rise", and receives "KnockOut" when hit with a "KnockBackSoft" attack type.|left]]'''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 === | |||
{| class="wikitable sortable" | |||
|+ | |||
!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 | |||
| | |||
|- | |||
| | |||
| | |||
| | |||
|- | |||
| | |||
| | |||
| | |||
|} | |||
Latest revision as of 01:40, 21 August 2026
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 | |