Centipede is an enemy body with 375 HP, light at weight 0.4. It fights with 1 authored move. It sees 320° ahead and gives chase from 14 m. A kill pays 4 coins.
Swings
The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
Move
Damage
Delivery
Height
Active at
Reach
Knockback
Hitstun
Block stun
Stamina
bite
100
melee
low
0.4 s of 0.5 s
1.25 m
2.6
14f (233 ms)
14f (233 ms)
10
Abilities & behaviour (10)
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.
Offensive (2)
State
What it is
Bite
The bite: a telegraphed lunging snap.
Thrown
Being suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.
Movement, reaction & AI (8)
State
What it is
Chase
The centipede's crawl-and-close (its FSM node is named "Chase" so the shared idle/hurt/knockdown routing — all keyed on "chase" — hands off into it for free).
Dead
Death: no more sink-and-vanish.
Hurt
Hit reaction.
Idle
The unaware resting beat.
Knockdown
Balance-break knockdown, enemy side.
Scatter
Freshly split: burst away from the brood pile along the scatter heading for a beat — so a player can't cleave every newborn at once — then drop into the normal hunt.
SplitCorpse
Split-on-impact corpse: the finishing blow must not pop a splitter (slime / centipede) on the spot — it flings the dead body, which only bursts into its brood when it slams a wall hard while dead, or when it finally settles.
Wander
Aimless roaming for when there's no target / the player is lost.
In dungeons
Pool entry
Power cost
Weight
Per-tile chance
Max/room
Gates
Atmosphere bias
Pairs with
centipede
1.3
0.22
2.5%
2
depth ≥ 4
danger 0.5, weird 0.3
—
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
1.1
—
—
Yes
Biome
Weight
Dead
0.5
Desert
0.75
Forest
0.22
Jungle
0.75
Mangrove
0.45
Volcanic
0.3
it arrives by clawing out of the ground near whoever is ashore.