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Documentation:enemyinfo

From LMHack

Author(s)

weirdboo, CyrusHedgehog

Description

Documentation on the jump table enemyinfo. This file spawns in typical enemy ghost actors with a lot of options. teidenenemyinfo is loaded during the blackout instead of enemyinfo.

enemyinfo can be edited with Dollhouse and Jumpah. teidenenemyinfo can be edited with Jumpah.

Field Type Proper Values Description
name String Actor List The name of the actor to spawn.
create_name String Must match string_arg0 in an observerinfo entry. If not, then simply put ----. Checks if a global string output by an observerinfo entry matches the string given. If there's a match, the actor will be allowed to spawn. Note: if you don't want the actor to spawn from an observer, then you must use ---- as the create_name.
path_name String Must match a filename in the path folder of the map archive. If not, then simply put (null). Makes the actor use a path file with the string name specified. This path must be inside the path folder of the map archive, and also must be properly defined in railinfo to prevent crashes.
access_name String Must match access_name in a furnitureinfo entry. If not, then simply put (null). Checks if the given string matches with access_name in any furnitureinfo entry. If there's a match, the actor will be hidden in the furniture, and only allowed to spawn once the furniture has been opened. Note: if you don't want the actor to hide in furniture, then you must use ---- as the create_name.
CodeName String Any string. This string will allow the actor to be called with event script tags.
pos_x Float Coordinates within the room's bounding box. These are the spawn coordinates for the actor.
pos_y Float
pos_z Float
dir_x Float -360.000000 < n < 360.000000 The degree (n) of x-axis rotation for the actor. Negative values tilt backwards, while positive values tilt forwards.
dir_y Float The degree (n) of y-axis rotation for the actor. Negative values turn left, while positive values turn right.
dir_z Float The degree (n) of z-axis rotation for the actor. Negative values tilt left, while positive values tilt right.
scale_x Float N/A Useless.
scale_y Float
scale_z Float
room_no Integer map0, map5, map6, map7, and map8: 0-3. The room number that the actor should spawn in.
map1, map3, map4, map9, map10, map11, and map12: 0.
map2: 0-71.
floating_height Integer Any integer. How high/low to spawn the actor. It starts from the value of pos_y.
appear_percent Integer 0-100. Percentage chance of the actor spawning.
appear_flag Integer 0-255. This flag will allow the actor to spawn.
disappear_flag Integer 0-255. This flag will prevent the actor from spawning.
event_set_no Integer 0-255. Checks if an eventinfo entry has EventNo matching the value of event_set_no in enemyinfo. The eventinfo entry will then check if the actor given in CharacterName matches the name of the actor in enemyname. If there's a match, then the eventinfo entry will be allowed to activate. If not, then the entry will be disabled.
item_table Integer The number of an entry in itemappeartable. The item that will come out of the actor once defeated. The item should be defined in iteminfotable in order for it to spawn properly.
cond_type Integer 0-3, 5-13, and 15-17. Cond Types
move_type Integer N/A Useless.
search_type Integer
appear_type Integer If it's a normal actor, then 0, 1, and 2. If a value of 0 or 2 is given, then the actor will spawn normally. If a value of 1 is given, then the actor will attempt to use the beta spawning behavior, crashing the game.
If it's a Dancing Ghost Guy (heypo3-8), then 0, 2, or 6. If a value of 6 is given, then it will pick the partner closest to it and begin dancing. They will also always spawn in pairs, even if separated. If a value of 0 or 2 is given, then the Dancing Ghost Guy (heypo3-8) will act just like a normal Ghost Guy (heypo1-2) that doesn't dance.
place_type Integer 0, 1, and 2. If a value of 2 is given, then the actor will re-spawn using the path given in path_name. If a value of 0 or 1 is given, then the actor will re-spawn in the same place every time.
invisible Boolean 0 or 1. If set to 0, the actor will be visible. If set to 1, the actor will be invisible.
stay Boolean 0 or 1. (WIP) Something to do with keeping the actor on the proper path while switching rooms. This is only used by the Butler (situji).