Enemy States (Werehog): Difference between revisions
Added more information on StateNames and the different attack types |
Included a StateName section, which goes over common and enemy specific states (which will be explained more closely in the enemy ai/behaviour section) |
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== StateChartInfo == | == 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. | [[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. | 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". | ||
== StateName == | |||
There are common states such as "Begin", "Walk", "Damage", "Think", and so on, which work commonly between enemies and | |||
{| class="wikitable sortable" | |||
|+Common Enemy StateNames | |||
!StateName | |||
!Enemy Type | |||
!Function | |||
|- | |||
|Begin | |||
|All | |||
|Enemy is summoned and awakens | |||
|- | |||
|Tell | |||
|Small, Middle | |||
|Warns other enemies around them | |||
|- | |||
|Walk | |||
|All | |||
| | |||
|- | |||
|Wait | |||
| | |||
| | |||
|- | |||
|Think | |||
| | |||
| | |||
|- | |||
|Seek | |||
|All | |||
|Looks around for player | |||
|- | |||
|Rise | |||
|Small, Middle | |||
|Rises after getting knocked out | |||
|- | |||
|RiseAfterCombo | |||
|Small, Middle | |||
|Rises after getting comboed mid-air | |||
|- | |||
| | |||
| | |||
| | |||
|} | |||
Revision as of 20:40, 20 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 more information, refer to "Attack and Hitbox Collision Types".
StateName
There are common states such as "Begin", "Walk", "Damage", "Think", and so on, which work commonly between enemies and
| StateName | Enemy Type | Function |
|---|---|---|
| Begin | All | Enemy is summoned and awakens |
| Tell | Small, Middle | Warns other enemies around them |
| Walk | All | |
| Wait | ||
| Think | ||
| Seek | All | Looks around for player |
| Rise | Small, Middle | Rises after getting knocked out |
| RiseAfterCombo | Small, Middle | Rises after getting comboed mid-air |