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:
| Field | Type | Default | Note |
|---|---|---|---|
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 alive → dead. 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.