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Chest Minotaur

Based on game build 714014 | Last updated: 2026-03-08

Overview

This scenario script defines the loot configuration for the Minotaur Chest — a boss reward container. It uses chestfunctions.AddChestItems() to populate the chest with items grouped into categories (armor, weapons, resources), each with associated drop chances and optional initialization functions. Armor and weapon items are initialized with randomized durability/charge levels, while resource stacks have randomly assigned counts. The script does not define a component class itself but serves as a top-level configuration handler invoked by the chest entity during creation.

Usage example

local chest = CreateEntity()
-- ... entity setup ...
chest_minotaur = require("scenarios/chest_minotaur")
chest_minotaur.OnCreate(chest, scenariorunner)

Dependencies & tags

Components used: armor, finiteuses
Tags: None identified

Properties

No public properties — this script exports only a single top-level function.

Main functions

OnCreate(inst, scenariorunner)

  • Description: Populates the given chest entity with Minotaur-specific loot. Called automatically when the chest is created.
  • Parameters:
    • inst (Entity) — The chest entity to populate.
    • scenariorunner (Entity/nil) — The scenario runner context; unused in this implementation.
  • Returns: Nothing.
  • Error states: None — assumes chestfunctions.AddChestItems() and item components (armor, finiteuses) exist and are properly initialized.

Events & listeners

None identified.