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37 docs tagged with "boss"

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Lavaarena

Registers the Lavaarena level configuration with the game's world generation and customization systems, defining its display strings, metadata, and feature restrictions.

Nightmarecreaturebrain

Manages the AI behavior tree for nightmare creatures, prioritizing submission to shadow-dominant targets while harassing otherwise weak or distant targets via wander-and-chase tactics with battle cries.

Nightmaremonkeybrain

Implements the AI decision tree for the Nightmare Monkey boss, prioritizing panic responses, weapon equipping, chasing and attacking, and wandering behavior.

Oceanshadowcreaturebrain

Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.

Pigelitefighterbrain

AI brain that governs Pig King's elite fighter behavior, handling combat, leader following, panic states, and despawn logic via a behavior tree.

Rabbitking Bunnymanbrain

Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.

Rabbitkingbrain

AI brain component that defines behavioral patterns for the Rabbit King boss, selecting between passive, aggressive, and lucky states based on game context.

Rookbrain

AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.

Shadow Bishopbrain

Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.

Shadow Knightbrain

Controls the AI behavior of the Shadow Knight boss entity, managing attack timing, dodge actions, face-target logic, and eventual despawn via a behavior tree.

Shadow Leechbrain

Implements AI behavior for the Shadow Leech entity, coordinating jumping attacks, leash-based movement toward the Daywalker, facing the target, and wandering when no target is present.

Shadow Rookbrain

AI brain controlling Shadow Rook entities that manages targeting, facing, wandering, and timed despawn behavior via behavior tree logic.

Shadowcreaturebrain

Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.

Shadowthrall Centipede Brain

Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.

Shadowthrall Hands Brain

Controls the AI behavior of Shadow Thrall's hands, managing attack timing coordination with allies, movement, and combat initiation.

Shadowthrall Horns Brain

Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.

Shadowthrall Mouth Brain

Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.

Shadowthrall Parasite Brain

Controls AI behavior for the shadowthrall parasite entity, causing it to flee from players and shadow rifts and self-remove when no players are nearby.

Shadowthrall Wings Brain

Controls the AI behavior of the Shadowthrall wings entity, implementing coordinated attack timing with teammates and movement using formation positioning.

Shadowwaxwellbrain

Controls AI behavior for Shadow Waxwell minions (e.g., shadowworker, shadowprotector, shadowduelist) by managing priority-based behavior trees focused on following, dancing, avoiding danger, performing work, and combat.

Spider Waterbrain

AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.

Spiderqueenbrain

Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.

Stageusherbrain

Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.

Stalkerbrain

Manages the decision-making and behavior tree logic for Stalker entities, including ability usage, movement, combat, and phase transitions based on health and environmental state.

Tallbirdbrain

Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.

Ticoonbrain

AI brain that controls a leader-following quest-related mob (Ticoon) during tracking sequences, coordinating wander, follow, and quest completion behaviors.

Toadstoolbrain

Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.

Tornadobrain

Controls the behavior tree logic for tornado entities, prioritizing leashing to and wandering around a designated target location.

Wagboss Robotbrain

Controls the AI behavior of the Wagboss robot, with distinct hostile and friendly logic paths determined by the inst.hostile property.

Wagdrone Rollingbrain

Manages AI behavior and movement for the rolling variant of the Wagdrone, handling target validation, destination calculation, recoil mechanics, and speed adjustment via locomotor integration.

Wargbrain

Controls AI behavior for warg and warglet entities, including state-dependent logic for reanimation, hound spawning, carcass consumption, and combat interactions.

Waterplantbrain

Controls the decision-making logic for water plants, determining behavior states such as emergency pollen spraying, stage-specific combat, and cloud spraying based on internal state and environmental conditions.

Waveyjoneshandbrain

Controls the behavior of Wavey Jones' hand entity by selecting and performing repair-related actions on boat components based on current conditions and player sanity.

Wobybigbrain

Controls the decision-making behavior of Woby (Walter's Woby), including following, combat avoidance, assisting with CHOP/MINE tasks, and interacting with players and the player link UI.

Wormbrain

Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.

Wormwood Lightflierbrain

Controls the behavior tree logic for the Wormwood Lightflier entity, primarily managing panic responses and walk speed adjustments via the locomotor component.