Monkeybrain
AI brain controller for monkey characters that manages combat, foraging, item gathering, leash behavior, and leader harassment via behavior tree logic.
AI brain controller for monkey characters that manages combat, foraging, item gathering, leash behavior, and leader harassment via behavior tree logic.
AI brain component that governs the behavior of the Mushgnome enemy, managing combat, panic responses, and wandering actions through a behavior tree.
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.
Implements the AI decision tree for the Nightmare Monkey boss, prioritizing panic responses, weapon equipping, chasing and attacking, and wandering behavior.
Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.
Controls AI behavior for the Perd character, handling movement, food consumption, berry picking, shrine seeking, and home returning.
Controls the AI behavior tree for pigs, handling movement, combat, foraging, trading, minigame spectating, and response to threats or environment.
AI brain controlling Pig Elite behavior during minigames, including gold diving, prop pickup, panic responses, and post-match posing.
AI brain that governs Pig King's elite fighter behavior, handling combat, leader following, panic states, and despawn logic via a behavior tree.
Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.
AI brain controlling Polly Rogers and Salt Dogs, handling leader following, ocean-based wandering, salt management, and panic responses.
AI brain controlling powder monkey characters, managing movement, looting, combat, and boat operations such as rowing, tinking, and cannon firing.
Controls the AI behavior of the Prime Mate character, managing tasks such as boat movement, repairing leaks, combat, abandonment, and wandering while aboard a platform.
Provides AI behavior for rabbit-related minions under the Rabbit King's command, implementing movement, aggression, fleeing, and burrowing logic via a behavior tree.
AI brain component that defines behavioral patterns for the Rabbit King boss, selecting between passive, aggressive, and lucky states based on game context.
AI brain controlling Rocky the Beefalo, managing combat behavior, shield usage, leadership loyalty, and movement strategies including wandering, chasing, and eating.
AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.
Controls the AI behavior of the Shadow Bishop boss entity, handling movement, facing, taunting, and timed despawn logic.
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.
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.
AI brain controlling Shadow Rook entities that manages targeting, facing, wandering, and timed despawn behavior via behavior tree logic.
Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.
Provides AI behavior for shadowheart-infused entities by prioritizing fleeing from players over standing still.
Manages AI behavior for Shadowthrall Centipede segments, coordinating control negotiation, miasma consumption, and wandering.
Manages head rotation and control precedence among centipede segments based on control priority and probabilistic switching.
Controls the AI behavior of Shadow Thrall's hands, managing attack timing coordination with allies, movement, and combat initiation.
Controls the AI decision-making logic for Shadowthrall Horns, orchestrating attack timing, movement, and coordination with teammate entities.
Controls the AI behavior for the Shadowthrall Mouth entity, managing transitions between combat, idle, and stealth states using a behavior tree.
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.
Controls the AI behavior of the Shadowthrall wings entity, implementing coordinated attack timing with teammates and movement using formation positioning.
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.
Controls the AI behavior of the Sharkboi character, handling combat, trading, wandering, and chatter states in Don't Starve Together.
Manages the AI decision-making logic for sharks, controlling movement, aggression, feeding, and boat-following behavior in Don't Starve Together.
Provides AI behavior for the Slurper character by managing behavior tree execution, including panic responses, combat, and homing to a known location.
Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.
Implements AI behavior for the Slurtle Snail entity, including threat avoidance, food seeking, stealing, shield usage, and returning home when hungry.
Controls the AI behavior of small birds, prioritizing survival (starvation, food), following leaders, evading players when not companions, and engaging in combat when necessary.
Controls the behavioral logic for the Spat creature, managing combat prioritization, movement, weapon switching, and threat response via a behavior tree.
AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.
Manages the AI behavior tree for spiders, handling combat, following, hiding, foraging, and navigation based on spider type and state.
Controls the AI behavior of the Spider Queen entity, including nest placement, spawning followers, panic responses, and combat logic.
Controls AI behavior for squid entities, managing movement, combat, fishing interactions, and herd coordination.
Manages the behavior tree logic for the Stage Usher boss entity, coordinating movement, combat engagement, and return-to-spawn behavior.
Controls the behavior and death timing of stalker minions, ensuring they remain leashed to the stalker, idle while near it, and die after a delay following the stalker's death.
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.
Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.
Implements the behavior tree for the Toadstool entity, managing its channeling, homing, combat engagement, and fleeing states using custom logic and behavior nodes.
Controls the AI behavior of the Wagboss robot, with distinct hostile and friendly logic paths determined by the inst.hostile property.
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.
Controls the behavior tree and state machine of the Wagstaff NPC, managing quest progression, clue-following, arena interactions, and dialogue triggers across different game contexts.
Controls the decision-making logic and behavior tree for the walrus entity, managing movement, combat, following, and home-seeking behaviors.
Controls AI behavior for warg and warglet entities, including state-dependent logic for reanimation, hound spawning, carcass consumption, and combat interactions.
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.
Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.
AI brain component that defines Wilson's default behavior tree for combat and movement, prioritizing player-held primary input while enabling fallback automated attacks.
Implements the decision-making logic for Winona's catapult NPC, using a behavior tree to execute a single standby-and-attack sequence.
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.
Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.
AI brain component for the Wormwood Fruit Dragon entity that manages its movement and combat behavior using a behavior tree.