See also Enemy IDs.
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.
|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. State2 values:|
0: Just grabbed
|3||Latched by switch hook? (state2 ranges from 0-3)|
|4||Moving toward scent seed|