Alterguardian Phase1Brain
Based on game build 714014 | Last updated: 2026-03-03
Overview
Alterguardian_Phase1Brain defines the behavior tree logic for the Alterguardian boss during its initial phase. It manages combat decision-making—including shield deployment, attack readiness, and movement—by prioritizing behavior nodes. It relies on the combat component for target validity and cooldown checks, and the knownlocations component to remember its spawn point as a wander home.
Usage example
This brain is typically assigned internally by the Alterguardian prefab and does not require direct instantiation. However, a minimal usage example for reference would be:
local inst = CreateEntity()
inst:AddComponent("brain")
inst:AddComponent("combat")
inst:AddComponent("knownlocations")
inst.brain = Alterguardian_Phase1Brain(inst)
inst.brain:OnStart()
Dependencies & tags
Components used: combat, knownlocations
Tags: None identified.
Properties
No public properties.
Main functions
OnStart()
- Description: Initializes and assigns the behavior tree for the Alterguardian phase 1. Constructs a priority-based behavior tree with shield use, conditionally triggered attacks, and wandering.
- Parameters: None.
- Returns: Nothing.
- Error states: None; assumes required components (
combat,knownlocations) are present.
OnInitializationComplete()
- Description: Records the entity's current position as
"spawnpoint"inknownlocations, used as the wander home location. - Parameters: None.
- Returns: Nothing.
- Error states: None.
Events & listeners
- Listens to: None.
- Pushes: None.