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Enemy States (Werehog): Difference between revisions

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Included other entires to the StateName table
 
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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.  
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 more information, refer to "Attack and Hitbox Collision Types".
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 ==
== StateName ==
There are common states such as "Begin", "Walk", "Damage", "Think", and so on, which work commonly between enemies and  
There are common states such as "Begin", "Walk", "Damage", "Think", and so on, which work commonly between enemies and  


=== Common Enemy StateNames ===
=== Common StateNames ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+Common Enemy StateNames
|+
!StateName
!StateName
!Enemy Type
!Enemy Type
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|Walk
|Walk
|All
|All
|
|Walks around.
|-
|-
|Wait
|Wait
|
|All
|
|Untested
|-
|-
|Think
|Think
|
|All
|
|Enemy has a certain percentage chance of
walking, waiting, or doing a certain action.
|-
|-
|Seek
|Seek
Line 53: Line 51:
|Small, Middle
|Small, Middle
|Rises after getting comboed mid-air
|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.

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.

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
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