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Enemies

EnemyAsset converts scaled health/contact damage and movement/attack authoring into EnemyDef. Start with a template, choose movement and special attack, then inspect the wave 1/5/10 previews.

Chase, keep-distance and wander/offset movements have different parameter needs. Shoot, Charge and Summon special attacks can override movement while active. Summon entries reference EnemyAssets. Use Behaviour/Parameters to register a custom movement/attack without replacing all enemies.

Configure body/hit radius, speed, rewards, neutral behaviour and status immunities alongside attack timing. Enum immunities map built-in statuses; StatusImmunityIds covers explicit behaviour ids. Verify contact and projectile outcomes in a real wave as well as a static inspector preview.

Entry point and reference fields

Entry point: Assets/Create/Survivor Roguelite Maker/Content/Enemy

Field / API Purpose
Health / ContactDamage Scaled values: Base, PerWave, Min
Movement / Attack Authored movement and special attack
IsBoss / Phases Boss lifecycle
StatusImmunities / StatusImmunityIds Built-in and custom status immunity

Figure

Enemy inspector with movement, special attack and scaled combat fields.

Enemy inspector with movement, special attack and scaled combat fields.

Check your result

Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.

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