Minotaurhorn
Based on game build 714014 | Last updated: 2026-03-06
Overview
minotaurhorn is a prefab representing a large, edible horn dropped by the Minotaur. It functions as a high-value food item that provides substantial health and hunger restoration but imposes a sanity penalty. The component setup includes physics, animation, network replication, inventory support, stackability, and edibility. It also inherits the hauntable property via MakeHauntableLaunch, allowing it to spawn a Haunter when used on a Haunted Ruin.
Usage example
local inst = SpawnPrefab("minotaurhorn")
-- The prefab is pre-configured with all necessary components and values.
-- To consume it, a player can call:
inst.components.edible:OnEat(player)
Dependencies & tags
Components used: inspectable, inventoryitem, stackable, edible
Tags: None identified.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
maxsize | number | TUNING.STACK_SIZE_LARGEITEM | Maximum number of horns that can stack in one inventory slot. |
foodtype | FOODTYPE | FOODTYPE.MEAT | Classification used by other systems to determine compatibility with recipes or AI behavior. |
healthvalue | number | TUNING.HEALING_HUGE | Health restored when eaten. |
hungervalue | number | TUNING.CALORIES_HUGE | Hunger restored when eaten. |
sanityvalue | number | -TUNING.SANITY_MED | Sanity change (negative) when eaten. |
Main functions
None identified (no custom methods defined; relies on inherited component APIs).
Events & listeners
- Pushes:
hauntable_launch— fired if the item is used on a Haunted Ruin, triggering Haunter spawn.
Events are handled via the edible and hauntable logic. No direct inst:ListenForEvent calls are present in this file.