Bat
Bestiary entry · 225 HP
Bat is an enemy body with 225 HP, light at weight 0.4. Its offense is driven in code rather than by an authored attack list. It sees 360° ahead and gives chase from 14 m. A kill pays 3 coins.
Swings
This body carries no entries in the shared attack table. Everything it does is driven by its own states — see below.
Abilities & behaviour (5)
Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not
AttackData rows. Descriptions are the programmer's own note at the top of each state.Movement, reaction & AI (5)
| State | What it is |
|---|---|
| Dead | Death: no more sink-and-vanish. |
| Flight | Flight (FSM node "Flight"): hover-hunt. |
| Hurt | Hit reaction. |
| Roost | Roost: the bat hangs upside-down under the nearest ceiling and waits (this is the FSM's first child, so a fresh bat starts here and climbs to a perch). |
| Swoop | Swoop (FSM node "Swoop"): the telegraphed dive. |
In dungeons
| Pool entry | Power cost | Weight | Per-tile chance | Max/room | Gates | Atmosphere bias | Pairs with |
|---|---|---|---|---|---|---|---|
bat | 0.4 | 0.5 | 5% | 4 | depth ≥ 1 | danger 0.3, weird 0.2 | — |
Rooms fill a power budget, not a headcount: each body costs its power rating, so two heavy bodies fill a room as fast as five light ones. Per-tile chance is the roll on a tile that has already selected this entry — the effective rate is far lower.
On islands
| Power cost | Common everywhere | Comes out at night | Claws out of the ground |
|---|---|---|---|
| 0.45 | 0.42 | — | No |
| Biome | Weight |
|---|---|
| Forest | 0.8 |
| Jungle | 1 |
| Rocky | 0.4 |
| Spring | 0.25 |
| Winter | 0.35 |
It sits under every island's table, whatever the biome.
Full rules: Overworld spawns.
Islands that favour it
| Island | Region | Biome | Encounter weight |
|---|---|---|---|
| SCHOLOMANCE | scholomance | dead | 0.5 |
Drops
| Payout | Amount | Notes |
|---|---|---|
| Coins | 3 | Always. Scales with max HP. |
| Gem | 16% | Per kill, multiplied by the killer's luck. Which gem depends on run depth. |
| Diamond | 2% | Per kill, multiplied by luck and by run depth. |
| Health orbs | up to 40% | Only for a hurt killer — the chance rises as the killer's own health falls. |
Source
| Field | Value |
|---|---|
| Scene | res://enemies/bat/bat.tscn |
| Script | res://enemies/bat/bat.gd |
| Class | CharacterBody3D |