I wish I'd thought of that enemy system.
I mebbe can has use in future projects?
Nao let's see...
SensorsLine of sight: Active if the enemy can see the player. Causes severe damage to Nifflas's brain.
Trap:Invisible point (or line, circle or box) on the terrain that activates if the player touches it. Great for rigged items, especially if you make it so that enemies can be invisible if inactive.
Sound: Activates if the player makes or triggers a "sound" that is too loud (running instead of walking, landing too hard, Using a ball material that is too noisy, causing explosions) As a joke, you could make the program also check if the user is running a media player program in the background and activate then.
EnginesPounce Engine: Long jumps at player (maybe about 4 times across as upwards) Optionally, hops twice towards player if out of range. like the demented mimigas in Cave Story, but slowed down 4x or something. (My first playthrough of CS was really laggy, and they were terrifying like this.)
Rocket Engine: Flies at speed towards player, gaining speed through flight. Cannot navigate, but will aim at player before firing.
WeaponsLaser Beam: Fires a continuous beam of pwnage for a set time. Hits target instantly (speed of light). Maybe needs to charge first, with a visible glow or something.
Missile: Starts slowly, but builds speed through flight. Can navigate and chase players. No speed limit, eventually will be going too fast to avoid the terrain. (like the missiles fired by the spellbook in #MAS:OS. I liked those)
Knife: Causes collision damage. Maybe the enemy has to rotate the knife towards the player before "Stabbing", meaning fighting the enemy by hand is still possible (by attacking from the other side)