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Enemies

Enemies data are split in 3 TextAssets in the game loaded on boot:

  • By LoadEssentials:
    • Ressources/data/EnemyData
  • By SetVariables:
    • Ressources/data/TattleList
    • EnemyTattle from the corresponding dialogue directory of the current languageid

EnemyData is also loaded on the Start and Update of the PauseMenu.

EnemyData data

The asset contains one line per enemy whose id corresponds to the line index. Each line contains fields separated by @:

Loaded index Name Type Description
0 battleentity.animid int The AnimID of the entity bound to this enemy (can be overriden if it's a variant, see the section below about it for details)
1 hp int The base max HP of the enemy (can be influenced by difficulty scaling, see the section below about it for details)
2 def int The base defense of the enemy (can be influenced by difficulty scaling, see the section below about it for details)
3 exp int The base amount of exploration points this enemy gives (can be overriden to 0 or be scaled by the instance.partylevel, see the section below about it for details)
4 money int The base amount of berries this enemy drops
5 cursoroffset.x float The x component of the offset to apply to the selection cursor upon targeting the enemy
6 cursoroffset.y float The y component of the offset to apply to the selection cursor upon targeting the enemy
7 cursoroffset.z float The z component of the offset to apply to the selection cursor upon targeting the enemy
8 poisonres int The base poison resistance of the enemy
9 freezeres int The base freeze resistance of the enemy
10 numbres int The base numb resistance of the enemy
11 sleepres int The base sleep resistance of the enemy
12 size float The width of the enemy used for calculating positioning
13 battleentity.freezesize.x float The x component of the ice cube size when the entity is frozen
14 battleentity.freezesize.y float The y component of the ice cube size when the entity is frozen
15 battleentity.freezesize.z float The z component of the ice cube size when the entity is frozen
16 battleentity.freezeoffset.x float The x component of the ice cube offset from the entity's center when the entity is frozen
17 battleentity.freezeoffset.y float The y component of the ice cube offset from the entity's center when the entity is frozen
18 battleentity.freezeoffset.z float The z component of the ice cube offset from the entity's center when the entity is frozen
19 position BattlePosition (string or int) The starting battle position of the enemy on the battle field (Random has special logic, see the special fields logic section below for details)
20 battleentity.height float The height of the entity, If the position is Flying and the value is below 2.0, it is overriden to 2.0
21 battleentity.bobspeed float The bobspeed of the entity
22 battleentity.bobrange float The bobrange of the entity
23 weakness { separated list of AttackProperty (int or string) The list of AttackProperty that applies to this enemy
24 weight float A visual modifier that controls if and how much the enemy can get launched if attacked, should be between 0.0 (furthest launch) and 100.0 (no launch)
25 Base Enemy id (loaded as animid) int The Enemy id that this is a variant of (see the section below about enemy variant for details), can be omitted if it's a negative number
26 eventondeath int The EventDialogue to trigger when the enemy dies as detected by CheckDead, can be ommited if it's -1
27 moves int The amount of actor turn the enemy has normally each main turn during the enemy phase
28 notaunt bool Tells if the enemy can't receive the Taunted condition by using the Taunt skill
29 cantfall bool Tells if the enemy cannot drop or have its position set to Ground
30 fixedexp bool Tells if the exp field should not be scaled and is a fixed number (see the section below about EXP for details)
31 notired bool Tells if exhaution increases won't happen if they were set to happen normally (with caveats, check the documentation of the feature to learn more)
32 hidehp bool Tells if the hp and def stats of the enemy should not be shown even after spying
33 deathtype int The manner in which the enemy dies (This isn't a DeathType, more on the feature's documentation)
34 chargeonotherenemy ; separated list of int or -1 or empty The list of enemy ids that will cause this enemy to perform a hitaction when any enemy id in that list takes damages in the player phase. See the feature's documentation to learn more. This field also has special loading logic, check the section below for more details
35 hardatk int The amount to increase the attack on Hard Mode or EX (see the section below about difficulty scaling for details). Not loaded if the hard difficulty scaling doesn't apply and the value remains at 0
36 int The base amount to increase the max HP on Hard Mode, EX or HARDEST (this is NOT hardhp which stays at 0 and is UNUSED). See the section below about difficulty scaling for details
37 int The base amount to increase the defense on Hard Mode, EX or HARDEST (this is NOT hardef which stays at 0 and is UNUSED). See the section below about difficulty scaling for details
38 defenseonhit int The amount of point of defenses granted to the enemy when isdefending is true (check the feature's documentation to learn more)
39 itemoffset.x float The x component of the offset to render an item relative to the enemy
40 itemoffset.y float The y component of the offset to render an item relative to the enemy
41 itemoffset.z float The z component of the offset to render an item relative to the enemy
42 bool If true, the battleentity.basestate is set to 13 (BattleIdle)
43 Portrait sprite index int Index of the sprite in Sprites/Items/EnemyPortraits (if this is negative, this defaults to the enemy id, see the section below about this for more details)
44 notattle bool Tells if the enemy is not spy-able. Check the feature's documentation for more details. This fields also has special loading logic that can override it to true, check the section below for more detials
45 eventonfall int The EventDialogue to trigger when the enemy drops, can be ommited if it's -1
46 onhitaction int If 1, the enemy will process a hitaction when hit. If 2, it will only when its position is Flying and if 3, it will only when its position is Ground
47 actimmobile bool Prevent cantmove to be anything higher than 0 or IsStopped to return true as a result of being inflicted with a stopping condition. This works for most, but not all cases, check the feature's documentation to learn more
48 sizeonfreeze float The size of the enemy on freeze. If the value is less than 0.1, it is be overriden to size + 0.25, check the feature's documentation to learn more

The data will be loaded by into enemydata[id, x], where id is the enemy id and x is the loaded index. On the pause menu, every lines is loaded into enemydata all at once, but the meanings do not change.

GetEnemyData

While the data loading happens in LoadEssentials, the actual parsing and usage of it is done by another method called GetEnemyData. It receives an enemy to obtain the data, a bool called createentity that tells whether or not the battleentity should be created too and a bool called noexp that disallows any positive numbers to be set to exp. This returns a BattleData containing all the informations of the enemy.

public static BattleData GetEnemyData(int id, bool createentity, bool noexp)

All battleentity fields are loaded only when the createentity parameter is true. When that happens, battleentity will be created via CreateNewEntity with name enemyX where X is the enemy id with dummy animid and position (animid 0 which is Bee and position (0.0, -10.0, 0.0)) as those can be overriden later.

Enemy variant

The base Enemy id field uses a feature to redirect most of the fields loaded to be the ones belonging to another enemy entirely. It is used to add an enemy variant which only shares some fields with its base enemy, but it has its own id. It also has the effect of overriden the animid field to be the base enemy id instead. Here are the list of fields that are shared:

  • eventondeath
  • battleentity.height
  • battleentity.bobspeed
  • battleentity.bobrange
  • moves
  • notaunt
  • cantfall
  • notired
  • fixedexp
  • position

There are however some fields that are excluded from this if the createentity is true and the original Enemies id is FireKrawler, FireWarden, FireCape, IceKrawler or IceWarden. They will load the following fields from their base entry (Krawler, Warden or CursedSkull) instead on top of the standard variant system:

  • moves
  • notaunt
  • cantfall
  • notired
  • fixedexp
  • position

Every other loading logic or fields will be loaded as if it was the enemy of the corresponding base Enemy id. This imply that every other field of the actual enemy will be ignored and they can be left as dummy values.

BattleEntity special initialisation

When createentity is true, on top of actually creating the entity and setting it to the battleentity field, the entity itself has special logic when it comes to initialise it. This section will only mention anything that's outside the scope of loading a data field:

  • battleentity.overridejump is set to true
  • battleentity.battle is set to true
  • battleentity.alwaysactive is set to true
  • battleentity.onground is set to true
  • If this enemy hasn't been seen while the map is CaveOfTrials or it's a TANGYBUG or the enemy is FireKrawler, FireCape or FireWarden while flag 664 is false (not yet approached the oven during Chapter 7), the following happens (this can have an impact on the exp field of the BattleData, see the section below for more details):
    • battleentity.name gets prepended with the COT Modifier
    • battleentity.hologram is set to true
    • battleentity.cotunknown is set to true
    • RefreshCOT is invoked in 0.1 seconds on the battleentity
  • battleentity.tag is set to Enemy
  • battleentity.gameObject.layer is set to 9 (Follower)
  • entity is set to the battleentity
  • If the position is Flying and battleentity.height is below 2.0, battleentity.height is overriden to 2.0
  • battleentity.initialheight is set to battleentity.height
  • CreateHPBar is called on the entity
  • battleentity.emoticonoffset is set to the cursoroffset
  • If the position is Underground:
    • InstantDig is called on the battleentity
    • battleentity.height and battleentity.initialheight are set to 0.0
  • If the field 42 of enemydata is true, battleentity.basestate is set to 13 (BattleIdle)

After this, the entity.destroytype gets mapped to a DeathType depending on the value of the BattleData's deathtype (this also changes the battleentity's because they hold the same reference).

Exp logic

The exp field has particularily complex logic to determine its value:

  • It is always 0 if the sent noexp value is true
  • It is left at the default value of 0 if instance.partylevel is at least 27 (it's maxed) or if flag 613 is true (RUIGEE is active)
  • If the fixedexp field is true, then the amount is always the raw one coming from enemydata with no modifications to it
  • If none of the cases above applied, the result is the return of GetEXP with the exp field from enemydata, the instance.partylevel and the enemy id (the base id if it's a variant)

The return of GetEXP implies even more logic where the base exp field can be changed. Here is the process used to calculate the final value:

  1. The base EXP amount is determined. It's the same than the sent exp value unless the enemy is a WaspTrooper or WaspHealer which can increase this value:
    • If the current map is MetalLake or the area is WaspKingdom, the value is multiplied by 1.65 and then ceiled
    • Otherwise, if the current area is RubberPrison, the value is multiplied by 2.5 ceiled. On top of this, if it's a WaspHealer, 10 is added to the amount
  2. The value gets multiplied by map.expmulti which is a field that must be defined on the map's prefab. The result isn't rounded yet
  3. The value gets subtracted by (level - 1) * 2.5 and the result is clamped from 1.0 to 99.0 then floored
  4. The now integer value is decremented and returned

Additionally, GetEnemyData can also change yet again the value after it was calculated in 2 special cases (they both can happen and stack and they can happen regardless of how the initial exp value was determined):

  1. flag 162 is true (during a B.O.S.S or Cave Of Trials session): the value gets multiplied by 0.2, floored and then clamped from 0 to 5
  2. createentity is true, flag 166 is false (EX mode isn't active on the B.O.S.S. system) and the battleentity is a hologram (see the section above about the battleentity initialisation for when this happens): the value is multiplied by 0.1 and floored

Finally, StartBattle can further change the exp If all of the following conditions are true:

  • The enemy is a Krawler, CursedSkull or Cape
  • battleentity.forcefire is true or we are in the GiantLair area except for the GiantLairFridgeInside map
  • instance.partylevel is less than 27 (meaning it's not maxed)
  • flags 613 is false (RUIGEE is inactive)

If that happens, the exp is incremented by the floored result of a lerp from 10.0 to 3.0 with a factor of instance.partylevel / 27.0

Special fields logic

Additionally, some BattleData fields have special logic attached to them:

  • entityname: See the section about EnemyTattle below
  • holditem: always set to -1
  • chargeonotherenemy: The value depends on the loaded data:
    • If it's -1, the value is an empty array
    • If it's empty, the value is null
    • If it's a ; separated list of enemy ids, each element will be converted to int and the value will be that array, but for any element that's empty in that list, the element will be -1 instead
  • notattle: If the loaded data value is false, it will still be overriden to true if any of these is true:
    • This enemy hasn't been seen while the map is CaveOfTrials
    • createentity is true and this is a FireKrawler, FireCape or FireWarden enemy while flag 664 is false (not yet approached the oven during Chapter 7)
  • sizeonfreeze If the loaded value is less than 0.1, it will be overriden to size + 0.25
  • hardatk, hp and def: See the section below detailing how enemy stats difficulty scaling works
  • maxhp: Always set to hp after it was calculated post difficulty scaling
  • position: If its value is Random, then it will be determined randomly and uniformly between Ground and Flying, but there's an exception if the enemy is a Mushroom and flag 24 is true (received the Turn Relay tutorial) in which case, the position field is Flying
  • entity: If createentity is true, this is set to the battleenentity being created
  • condition: Always set to a new list
  • cantmove: Always set to -moves + 1 which gives it moves amount of actions available
  • harddef and hardhp: These fields are practicaly unused because they always have a value of 0 which doesn't have any impact in the game

Stats difficulty scaling

There are some fields in enemy data that are influenced by the different difficulty tiers the game has. This only happens if any of the following is true:

  • The DoublePain Medal is equipped
  • Flags 614 is true (HARDEST is active)
  • Flags 166 is true (EX mode is active on the B.O.S.S. system)

If the above is met, it will always have the following effect:

  • hardatk: Set to the loaded data value (this is left at 0 if hard scaling didn't apply in the first place)
  • hp: Increased by enemydata field 36
  • def: Increased by enemydata field 37

On top of this, if HARDEST was active, the following applies after:

  • hardatk: Gets incremented
  • hp: Gets increased by 15% then ceiled
  • def: If flags 300 is true (Chapter 4 started) and the existing def wasn't negative, it gets incremented

On top of this, if EX mode is active on the B.O.S.S. system, then there are additional effects after everything if the enemy isn't WaspGeneral, KeyR, KeyL or Tablet:

  • hardatk: Gets increased by 15% ceiled
  • hp: Gets increased by 15% ceiled. If the result ends up above 90, it is then decreased by 15% ceiled.
  • def: Gets clamped from 1 to 99

About the portrait srpite index

This field is overridden to 225 for a Cape, 226 for a Krawler and 227 for a CursedSkull if flag 664 is true (Approached the oven during Chapter 7). This overrides the portrait sprite to include the fire variants of the enemy

EnemyTattle data

The asset contains one line per Enemy whose id corresponds to the line index. Each line contains fields separated by @:

Loaded index Name Type Description
0 Name SetText string The name of the enemy
1 Biography SetText string The biography of the enemy
2 Vi's spy SetText string Vi's Spy dialogue
3 Kabbu's spy SetText string Kabbu's Spy dialogue
4 Leif's spy SetText string Leif's Spy dialogue

The data will be loaded into librarydata[1, id, x] where id is the Enemy id and x is the loaded index. The name is also loaded into enemynames.

Enemies not meant to have a Bestiary entry by convention have only the name field defined and the rest are dummy fields. The biography's dummy value is typically "biotattle" as well as the spy text fields being "beetattle", "beetletattle" and "mothtattle" respectively.

During GetEnemyData, the typical entityname value is the one loaded into enemynames but it will be menutext 59 (?????) during Cave Of Trials for an unseen enemy or if createentity is true and the enemy is FireKrawler, FireCape or FireWarden while flag 664 is false (not yet approached the oven during Chapter 7).

TattleList data

The asset contains the order to render the Bestiary entry in the Library List Type where each line contains one field:

Name Type Description
Enemy id int The Enemies id of the enemy to render at the position of the line index

The data will be loaded into libraryorder[1, i] where i is the line index.