Beequeen
Defines the Beequeen boss prefab with combat, phase transitions, honey trail mechanics, and bee guard command systems.
Defines the Beequeen boss prefab with combat, phase transitions, honey trail mechanics, and bee guard command systems.
Prefab definition for the Birchnutdrake mob, a combat-capable monster withAI, looting, and fire-related mechanics.
Manages the transformation of a deciduous tree into a hostile monster state, controlling drake spawning, root attacks, and state transitions.
A hostile monster prefab that chases targets, grows in size over time, and detonates to deal area-of-effect damage while spawning secondary quick-fuse bombs.
Implements the AI behavior tree for the koalefant, managing movement, targeting, fleeing, and salt-lick anchoring.
A hostile enemy prefab used in the Lava Arena event that supports being fossilized and integrates with the Lava Arena mob tracker system.
Generates and spawns client-side warning sound effects for major monsters (e.g., Deerclops, Bearger, Krampus) at varying distances based on their attack proximity.
A hostile ocean-dwelling monster that steals items, shares combat targets with nearby allies, and drops loot upon death.
Spawns a flying hostile monster entity that grants parasite-related abilities upon death, including mask-equipped revival and health restoration for the host.
Defines the 'sharkboi_water' prefab — a large, ocean-dwelling monster entity with swimming capabilities, named identity, and water-specific locomotion.
Equippable monster hat that attaches to characters, drains their hunger or health, and emits a pulsing light; it also acts as a hostile, autonomous creature when unequipped.
Manages AI behavior for Werepigs, including panic responses, food-seeking when safe, combat aggression, and wandering with home-based navigation.