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Waveyjones

Based on game build 714014 | Last updated: 2026-03-07

Overview

waveyjones.lua defines the core prefabs and initialization logic for Wavey Jones, a boss creature in the Dangerous Sea event. It includes five interdependent prefabs: waveyjones (the main entity), waveyjones_arm, waveyjones_hand, waveyjones_hand_art, and waveyjones_marker. The component orchestrates the spawning of arms and hands, handles player proximity detection, triggers scare/relocate behavior, manages respawn timers, and coordinates animation and sound events. It relies heavily on entitytracker, updatelooper, playerprox, sanityaura, and timer components.

Usage example

-- Wavey Jones is automatically spawned as part of the Dangerous Sea event via waveyjones_marker
-- The marker is created by the game when the event starts; no direct prefab usage is required.
-- Example manual usage (not part of official flow):
local marker = SpawnPrefab("waveyjones_marker")
marker.Transform:SetPosition(x, y, z)
marker.components.entitytracker:TrackEntity("boat", boat)

Dependencies & tags

Components used: entitytracker, updatelooper, sanityaura, timer, playerprox, locomotor, transform, animstate, soundemitter, network
Tags added:

  • waveyjones: shadow
  • waveyjones_hand, waveyjones_hand_art, waveyjones_arm, waveyjones_marker: NOCLICK
  • waveyjones_hand_art: DECOR
  • waveyjones_marker: NOBLOCK

Properties

No public properties defined directly on instances; interaction occurs through component methods and event listeners.

Main functions

Not applicable. This file defines prefabs via factory functions (fn, handfn, handartfn, armfn, markerfn) and helper functions; it does not expose a central component with callable methods.

Events & listeners

  • Listens to:
    • onremove (all prefabs): Triggers cleanup (e.g., removing target,吓走 Jones, respawning logic).
    • animover (waveyjones): Removes waveyjones after scared animation ends.
    • laugh (waveyjones): Triggers laughter behavior.
    • timerdone (waveyjones_marker): Handles respawn timer completion.
    • STATE_* events (waveyjones_hand_art): Control state transitions.
    • onscared (waveyjones_hand, waveyjones_hand_art, waveyjones_arm): Removes or relocates affected entities.
  • Pushes:
    • onscared (all arms/hands when scared): Broadcast when Wavey Jones is scared.
    • trapped, released (waveyjones_hand): Fired when player enters or exits proximity.