Enemy States (Werehog): Difference between revisions
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Refactored the enemy specific section to add distinction between enemy types (small, middle, large) |
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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 == | ||
There are common states such as "Begin", "Walk", "Damage", "Think", and so on, which work commonly between enemies and their variants. | 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". | ||
=== Common | === Common States === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+Common StateNames | |+Common StateNames | ||
| Line 43: | Line 43: | ||
|All | |All | ||
|Looks around for player | |Looks around for player | ||
|- | |||
|Fall | |||
|Small, Middle | |||
|Falls from height | |||
|- | |- | ||
|Rise | |Rise | ||
| Line 63: | Line 67: | ||
|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 | === Middle Enemy States === | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+MiddleEnemy Specific StateNames | ||
!StateName | !StateName | ||
!Enemy | !Enemy | ||
| Line 74: | Line 110: | ||
|- | |- | ||
|Attack | |Attack | ||
|Egg Fighter, Master, | |Egg Fighter, Master, Killer Bee | ||
|All but Egg Shooters, All, | |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 | |||
|Egg Fighter | |||
|Egg Shooter | |||
|Shooting at player | |||
|- | |||
|ShootChibi | |||
|Egg Fighter | |||
|Egg Chibi Fighter | |||
|Shooting chibi fighter out of hands. | |||
|- | |- | ||
|AttackOneHand | |AttackOneHand | ||
| Line 94: | Line 142: | ||
|Jump attack | |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 | |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 | |||
|} | |} | ||
Revision as of 15:11, 7 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
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".
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 |
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 |