Enemies (Brawl)

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Enemies

This list, while mostly complete, does not include sub-type enemies such as the boomerang prim, or the sword prim. In addition to that, the names seen here are untranslated and internal names that the sora_enemy module uses NOT the ingame names. For example, "Spar" is actually the "Spaak", and "Robobeam" is actually the Laser rob minion.

Hex ID Dec ID Name
00 {{#hexdec:00}} Kuribo
01 {{#hexdec:01}} Popperam
02 {{#hexdec:02}} Pochi
03 {{#hexdec:03}} Jyakeel
04 {{#hexdec:04}} Aroaros
05 {{#hexdec:05}} Cymal
06 {{#hexdec:06}} Deathpod
07 {{#hexdec:07}} Boobas
08 {{#hexdec:08}} Dekakuribo
09 {{#hexdec:09}} Botron
0A {{#hexdec:0A}} Bucyulus
0b {{#hexdec:0b}} Gyraan
0c {{#hexdec:0c}} Siralamos
0d {{#hexdec:0d}} Killer
0e {{#hexdec:0e}} Roada
0F {{#hexdec:0F}} Spar
10 {{#hexdec:10}} Mite
11 {{#hexdec:11}} Teckin
12 {{#hexdec:12}} Tautau
13 {{#hexdec:13}} Hammerbros
14 {{#hexdec:14}} Bitan
15 {{#hexdec:15}} Flows
16 {{#hexdec:16}} Kokkon
17 {{#hexdec:17}} Prim
18 {{#hexdec:18}} Shelly
19 {{#hexdec:19}} Patapata
1A {{#hexdec:1A}} Jdus
1B {{#hexdec:1B}} Bombhead
1D {{#hexdec:1D}} Ngagog
1E {{#hexdec:1E}} Faulong
24 {{#hexdec:24}} Ghamgha
25 {{#hexdec:25}} Robobeam
26 {{#hexdec:26}} Robodistance
27 {{#hexdec:27}} Robohoming
28 {{#hexdec:28}} Robopunch
29 {{#hexdec:29}} Cataguard
2A {{#hexdec:2A}} Arman
2B {{#hexdec:2B}} Galfire
2E {{#hexdec:2E}} Bosspackun
2F {{#hexdec:2F}} Ghamghabase
33 {{#hexdec:33}} Galleom
34 {{#hexdec:34}} Ridley
35 {{#hexdec:35}} Rayquaza
36 {{#hexdec:36}} Duon
37 {{#hexdec:37}} Porky
38 {{#hexdec:38}} Metaridly
39 {{#hexdec:39}} Falconflyer
3A {{#hexdec:3A}} Taboo
3B {{#hexdec:3B}} Masterhand
3C {{#hexdec:3C}} Crazyhand

Header data

Like playable characters, enemies have a group of header info. The header is the same as moveset files (which this basically is, really), and is omitted.

# Name Desc.
0x20  ? Usually 1.0. Only Roturret is below that at 0.98; various enemies are above it up to 1.6.
0x24 Weight? Always 56 except for Metal Primids, where it's 99. Good candidate for weight, since all enemies are thrown extremely fast.
0x28  ? Usually 0.75. Can range from 0.5 to 1.0.
0x2C  ? Always 2.
0x30  ? Usually 3. Varies from 2 (Hands) to 16 (Tabuu). No visible pattern.
0x34  ? Boolean, usually false. No apparent pattern.
0x38  ? Always 0.
0x3C  ? Usually 1.0, ranges from 1.2 to 0.1.
0x40 Normal death? Boolean, usually true. Seems to indicate if the enemy goes into BulletMode when it dies; it's false for all bosses and Ticken.
0x44  ? Always 120.
0x48  ? Always 1.
0x4C  ? Always 0.
0x50  ? Always 0.7 (except Greap, which is 0.5).
0x54  ? Always 1.0 (except Greap, which is 0.8).
0x58  ? Always 0.
0x5C  ? Either 7 (more common) or 9.
0x60  ? Boolean - always true when 0x5C is 9, and false when it's 7 (except for Big Primid's 9/false and Ticken's 7/true). Must be related somehow.
0x64  ? Always -1.0 (except Petey, which is 1.0).
0x68  ? Almost always 0.1 - Big Primid is 0.24, and Duon, Galleom, Porky, and Rayquaza are all 1.8.
0x6C  ? Always 0.1.
0x70  ? Always 0.1.
0x74  ? Always 1.4.
0x78  ? Always 0.
0x7C  ? Always -15 (except for Roturret, which is -20).
0x80 ID? Int. Doesn't quite match the IDs in the above table.
0x84 Weak point? Usually 0xFFFFFFFF, but for enemies with a weak point (Armank, Autolance, Greap, Shaydas, Shellpod, Spaak, Ticken, Trowlon), it's a pattern of bits. Could be specifying which hurtboxes are weak points.
0x88 Weak point?
0x8C  ? Always 8.
0x90  ? Always 0.
0x94  ? Always 12.
0x98  ? Always 0.
0x9C Points Point worth.
0xA0  ? Always 0.
0xA4  ? Boolean, usually true. Could be "can be grabbed"; most of the falses are bosses or large enemies.
0xA8  ? Ranges from 4 to 142. No idea.
0xAC  ? Ranges from -1 to 91. Also no idea.
0xB0  ? Always 50.
0xB4  ? Always 45.
0xB8  ? Always either 0x01040000 or 0x03050000. Looks like a boss thing.
0xBC  ? Usually 50, only other two values are 10 (bosses) and 100 (Floow, Koopa, Mite).
0xC0  ? Ranges from 0.0 to 110.0.
0xC4  ? Ranges from 4.1 to 49.0.
0xC8  ? Ranges from 0 to 844 and one 28672. 516 and 780 are common. Might not be a number.
0xCC  ? Usually 1.5; the Hands have a 1.0 while all other bosses have 2.2 (with one or two other outliers).
0xD0 Base HP Enemy HP = base + scaling * stage's difficulty value
0xD4 HP Scaling
0xD8  ? Always 25 (except Jyk, which is 30).
0xDC  ? Usually 10.0, but for bosses it's 12.5.
0xE0  ? Usually 20. Ranges from 10 to 25.
0xE4  ? Always 8.
0xE8  ? Usually 15, but also 10.
0xEC  ? Always 0.
0xF0  ? Always 0.
0xF4  ? Always 0.
0xF8  ? Usually 0, but also 50.
0xFC  ? Always 20.
0x100  ? Always 0.
0x104  ? Always 0.
0x108  ? Usually 25, ranges from 5 to 100.
0x10C  ? Usually 50, ranges from 6 to 180.
0x110  ? Usually 80, ranges from 50 to 600.
0x114  ? Almost always 90; Scope Primid is 80 while Big Primid is 122.
0x118  ? Usually 1, sometimes 0 and -101.
0x11C Normal damage Damage multiplier for attacks not in below categories.
0x120 Slash damage Damage multiplier for slash attacks.
0x124 Electric damage Damage multiplier for electric attacks.
0x128 Ice damage Damage multiplier for freezing attacks.
0x12C Fire damage Damage multiplier for flame attacks.
0x130 Grass damage Damage multiplier for grass attacks.
0x134 Water damage Damage multiplier for water-effect attacks.
0x138 Dark damage? Damage multiplier for darkness attacks?
0x13C Aura damage? Damage multiplier for aura attacks?
0x140 Direct damage? Damage multiplier for Special:Direct attacks?
0x144 Indirect damage Damage multiplier for Special:Indirect attacks.
0x148 WP normal damage Damage multiplier for generic attacks on weak point.
0x14C WP slash damage Damage multiplier for slash attacks on weak point.
0x150 WP electric damage Damage multiplier for electric attacks on weak point.
0x154 WP ice damage Damage multiplier for freezing attacks on weak point.
0x158 WP fire damage Damage multiplier for flame attacks on weak point.
0x15C WP grass damage Damage multiplier for grass attacks on weak point.
0x160 WP water damage Damage multiplier for water-effect attacks on weak point.
0x164 WP dark damage? Damage multiplier for darkness attacks on weak point?
0x168 WP aura damage? Damage multiplier for aura attacks on weak point?
0x16C WP direct damage? Damage multiplier for Special:Direct attacks on weak point?
0x170 WP indirect damage Damage multiplier for Special:Indirect attacks on weak point.
0x174  ? Always 100.
0x178  ? Always 0.
0x17C Base flinch resistance? If so, flinch resistance = base + scaling * stage's difficulty value
0x180 Flinch resistance scaling?
0x184 Trophyable True if Trophy Stands can turn it into a trophy of itself, false otherwise. Only false for Jyk and Gamyga base.