Enemy

No single model — varies at runtime

Field cell-object reference. Type tag: enemy. The key words MUST, MUST NOT, and MAY are used as in RFC 2119. See the Cell Objects index and the Field Stage Lifecycle for how objects are spawned and persisted.

Config schema

Fields authored on this object in the stage JSON:

FieldTypeDefaultNote
enemy_id string selects the enemy type — the model varies by id
wave int which combat wave the enemy belongs to
position [x, y, z] stage-local spawn position

Spawn behavior

A combat target whose model varies by enemy_id, so there is no single canonical GLB — the viewer shows a placeholder. See the Enemies page for the roster.

Persisted state

Persisted state is alivedead. Killed enemies MUST NOT respawn on re-entry.

Interactions

The player defeats the enemy in combat. Clearing every enemy in a room (kill_all) can unlock a normal gate or drop a key.

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