Enemies
Jump to navigation
Jump to search
See also Enemy IDs.
States
Compared to other object types, there is a significant amount of common code that runs for most enemies. States are even reserved for specific purposes, unlike with interactions, where there is no standardization of this sort.
| State | Purpose |
|---|---|
| 0 | Initialization? |
| 1 | Unreserved. Often used by enemies with "spawners" (ie. moldorm subid 0 spawns the head and tail components; this is done in state 1). |
| 2 | Being grabbed with bracelet. Substate values: 0: Just grabbed |
| 3 | Latched by switch hook? (substate ranges from 0-3) |
| 4 | Moving toward scent seed |
| 5-7 | ? |
| 8+ | Defined per-enemy |