Enemies

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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
1: Being picked up / held
2: Being thrown
3: Hit ground?

3 Latched by switch hook? (substate ranges from 0-3)
4 Moving toward scent seed
5-7 ?
8+ Defined per-enemy