EnemyObjEnemyHole Values
The "EnemyObjEnemyHole" object contains 31 spawnable enemies.
The parameters are as follows:
EnableEffect: Is the spawn particle.
FirstState: Ranges from 0-3, currently only 3 is known. 3 means enemies do not exist in the scene until activated.
GenerateMaxCount: Is the maximum number of spawns allowed.
GenerateSeperateTime: Is the time between respawns.
Personality: Is the behaviour of the enemy; personalities range from 0-9 and control many aspects of enemy behaviour. These can be viewed and modified in "Evil_Enemy.prm.xml".
EnemyType: The type of enemy to spawn, as seen below:
ID | Enemy | Information | Object Name (Evil Variant) | Model Name |
---|---|---|---|---|
0 | Nightmare | EvilEnemyNightmareR | em_dark_nmar_hi | |
1 | Deep Nightmare | EvilEnemyNightmareD | em_dark_nmag_hi | |
2 | Little Rex | EvilEnemyRecklessL | em_dark_recl_hi | |
3 | Dark Fright | EvilEnemySpookyR | em_dark_spkr_hi | |
4 | Red Fright | EvilEnemySpooky | em_dark_spky_hi | |
5 | Killer Bee | EvilEnemyKillerBee | em_dark_kbee_hi | |
6 | Red Killer Bee | EvilEnemyKillerBeeRed | em_dark_kbeg_hi | |
7 | Egg Shooter | Standard | EvilEnemyEggFighterG | em_eday_ef2g_hi |
8 | Egg Fighter: Knight | Sword | EvilEnemyEggFighterW | em_eday_ef2n_hi |
9 | Egg Fighter: Knight | Shield | EvilEnemyEggFighterS | em_eday_ef2n_hi |
10 | Egg Fighter: Knight | Shield and sword | EvilEnemyEggFighterK | em_eday_ef2n_hi |
11 | Egg Fighter: Knight | Electric shield and sword | EvilEnemyEggFighterL | em_eday_ef2n_hi |
12 | Egg Fighter: Knight | Shield, Only punches | EvilEnemyEggFighterS | em_eday_ef2n_hi |
13 | Egg Fighter: Knight | Electric shield, Jabs with shield | EvilEnemyEggFighterST | em_eday_ef2n_hi |
14 | Little Fighter | EvilEnemyChibiFighter | em_eday_chbi_hi | |
15 | Power Master | EvilEnemyMasterPower | em_dark_mstp_hi | |
16 | Cure Master | EvilEnemyMasterCure | em_dark_mstc_hi | |
17 | Fright Master | EvilEnemyMasterSpooky | em_dark_msts_hi | |
18 | Fire Master | EvilEnemyMasterFire | em_dark_mstf_hi | |
19 | Lightning Master | EvilEnemyMasterLightning | em_dark_mstl_hi | |
20 | Evil Flower | EvilEnemyFlower | em_dark_evfn_hi | |
21 | Dark Bat | EvilEnemyFloatNormal | em_dark_dflt_hi | |
22 | Dark Bat Sniper | EvilEnemyFloatCanon | em_dark_dfcn_hi | |
23 | Thunder Bat | EvilEnemyFloatThunder | em_dark_dfth_hi | |
24 | Egg Flame | eFlame | em_eday_gflm_hi | |
25 | Egg Blizzard | eBlizzard | em_eday_gblz_hi | |
26 | Egg Typhoon | eTyphoon | em_eday_gtyp_hi | |
27 | Thunder Ball | eThunderBall | em_eday_bals_hi | |
28 | Red Rex | EvilEnemyRecklessR | em_dark_recr_hi | |
29 | Egg Fighter | Standard | EvilEnemyEggFighterR | em_eday_ef2n_hi |
30 | Egg Shooter | Doesn't shoot to begin with,
swipes at the player until launching Chibi fighters, then it shoots |
EvilEnemyEggFighterC | em_eday_ef2g_hi |
If "GenerateMaxCount" and "GenerateSeperateTime" are set to "-1", the object will only play the particle appear affect.
Thanks to Archxe for contributing the "EnemyType" ID data.