Template:XC1 enemy data/doc

This is for holding technical data of enemy stats in XC1. It's one of the more complex data tables. See Xeno Series Wiki:Data templates for general details on the data system.

Enemy data is split into several data tables.
 * is the root table for all enemy IDs, names, models, and crystal names.
 * are each tables for more specific enemy data, such as stats, immunities, and known arts. The four numbers are code for which map the enemy appears on - 0101 is Colony 9, 0201 is Tephra Cave, that sort of thing.
 * ,, and   are the drop tables, containing the items that may be found in enemy chests. "nml" is normal (wood), "rar" is rare (silver), and "spr" is super-rare (gold).
 * is a tributary of, containing details on the crystals enemies can drop. It's not map-specific.
 * is the spawnpoint table, which controls where, when, and in what strength enemies spawn.

For a simple way of starting with this template, copy one of the following boilerplates: Condensed (mandatory inputs only)

Expanded (all inputs, including situational and unused ones)

The best way to explain how to fill this out is by example, so let's pretend we're doing a Junk Bunnit.
 * From, search for "Junk Bunnit" to find it's number 6. Take the values on row 6 and fill them into the inputs that match the names of the columns. (Ignore the "Referenced By" column for all of this.) Note that this is the only table for which there are strings; everything else has to be input as a number.
 * Go to  where "####" is the four-number code of the area the Junk Bunnit is in. It's okay if you don't know which it is, because only the correct one has a row 6, so you can search manually if necessary. The correct answer is   (0101 is Colony 9's code). Put this four-number area value as the "map" input.
 * Start filling in values, again by matching column names to inputs. If a box contains a text link instead of a number, investigate the URL and enter the number after the  instead of the text itself. This is important because for example some different enemy arts have the same name; only the number differentiates them properly. If a box is blank, input a 0.
 * Take note of the number in the  column, open   (with the same ####), and go to that row. (Shortcut: Open the linked number in a new tab.) Now start filling in the   inputs using this table. Note that most enemies use a similar drop table row number as their ID, but this is not guaranteed, so don't assume it.
 * Do the same as above for the  and   values, filling in   and   inputs from the   and   tables. Note that some of these inputs have been cut from the "condensed" version of the boilerplate: this is because they are known to be 0 for all enemies, so they don't need to be included.
 * Go back to  and open   and   in new tabs. Put those values into   and.
 * Enter  and begin searching for all occurrences of this enemy. (Be careful if this enemy shares a name with another - make sure you only look at the ones with the same ID, as seen in the URL after the  .) The value immediately to the right of the enemy name is its level modifier, in a column called   (where # can be from 1 to 5). Collect all the different level modifiers the enemy can spawn with. If there are any nonzero ones, list them under   inputs (start at 1 and go up). This is to list the EXP/AP gains from enemies that spawn at non-base levels.
 * Also in, check the columns labelled   and  . If any of those are nonzero, put them in as inputs with that name. This is for determining what quests the enemy is available in. (This will hopefully soon be automated.)

If you're not sure about something, be sure to check out existing enemy pages for advice on how things should look.

IMPORTANT NOTE ABOUT DEFINITIVE EDITION CHANGES: Because DE for some reason added an enemy art in the middle of the arts table, a large amount of art IDs are off by one. The template will handle this for you as long as you keep the following in mind: Use the original art IDs when possible, and only use the DE ones for enemies that are DE-exclusive (i.e. in time attacks).

The following assumptions are currently being made:
 * No enemy has two functionally different auto-attacks. (Most only have one anyway.)
 * No chest can give more than 2 of any item rarity. (So the no-duplicates rule only matters for one at a time.)
 * All drops are in order; no enemies have a weapon 3 drop without also having weapons 1 and 2. (Even if the game says otherwise, we can fake it, and nothing will change.)
 * All enemies have exactly two crystal drops. (The game allows fewer; none seem to have fewer.)
 * No enemy can drop an art book from a silver chest. (The game has room for it, but they're all 0.)
 * No enemy can drop more than 5 unique weapons, 5 unique equipments, or 4 art books. (The game has room for max 8.)