Enemy States (Werehog): Difference between revisions
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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. | 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. | |||
=== Common | 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 === | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+Common StateNames | |+Common StateNames | ||
| Line 43: | Line 47: | ||
|All | |All | ||
|Looks around for player | |Looks around for player | ||
|- | |||
|Fall | |||
|Small, Middle | |||
|Falls from height | |||
|- | |- | ||
|Rise | |Rise | ||
| Line 63: | Line 71: | ||
|Small, Middle | |Small, Middle | ||
|Special Attack | |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 | |||
|} | |} | ||
=== Enemy | === Small Enemy States === | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!StateName | !StateName | ||
!Enemy | !Enemy | ||
| Line 73: | Line 113: | ||
!Function | !Function | ||
|- | |- | ||
| | |AttackNormal | ||
| | |Little Rex (Reckless), Chibi Fighters, Dark Fright (Spooky) | ||
|All | |All | ||
|Single bite attack, punch attack, Flying strike attack | |||
|- | |- | ||
| | |AttackHard | ||
| | |Little Rex (Reckless) | ||
|All | |All | ||
| | |Hard headbutt attack | ||
|- | |- | ||
| | |AttackRush | ||
| | |Little Rex (Reckless) | ||
|All | |All | ||
| | |Chomping charge attack | ||
|- | |- | ||
| | |Sleep | ||
| | |Little Rex (Reckless) | ||
|All | |All | ||
| | |Napping | ||
|- | |- | ||
| | |DeepSleep | ||
| | |Little Rex (Reckless) | ||
|All | |All | ||
| | |Napping, but with Zs. | ||
|- | |||
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=== Middle Enemy States === | |||
{| class="wikitable" | |||
|+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 | |Shot | ||
| Line 109: | Line 190: | ||
|Shooting chibi fighter out of hands. | |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 | |Master | ||
|Spooky Master | |Spooky Master | ||
|Summons spooky's and other enemies | |Summons spooky's and other enemies | ||
|- | |- | ||
| | |MagicRecovery | ||
|Master | |Master | ||
|Heal Master | |Heal Master | ||
| | |Heals enemies | ||
|- | |- | ||
| | |MagicPowerUp | ||
|Master | |Master | ||
|Power Master | |Power Master | ||
| | |Powers enemies | ||
|- | |- | ||
|MagicFire | |MagicFire | ||
|Master | |Master | ||
|Fire Master | |Fire Master | ||
| | |Fire ball | ||
|- | |- | ||
|MagicLightning | |MagicLightning | ||
|Master | |Master | ||
|Lightning 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 === | |||
{| class="wikitable" | |||
|+Miniboss Enemy States (Variants N/A) | |||
!StateName | |||
!Enemy | |||
!Variant | |||
!Function | |||
|- | |||
|AttackIdle | |||
|Titan, Big Mother | |||
|N/A | |||
|Prepares for attack | |||
|- | |- | ||
|AttackRolling | |AttackRolling | ||
|Titan, | |Titan, Big Mother | ||
|N/A | |||
|Large swipe attack, Spinning attack | |||
|- | |||
|AttackNear | |||
|Titan | |||
|N/A | |||
|Close-range attack | |||
|- | |||
|AttackOneStrike | |||
|Titan | |||
|N/A | |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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|} | |} | ||
Latest revision as of 02:28, 14 September 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.
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
| 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
| StateName | Enemy | Variant | Function |
|---|---|---|---|
| Attack | Egg Fighter, Master, Killer Bee | All but Egg Shooters, All, All |
|
| 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
| 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 |