Lycanthrope
Bestiary entry · 3,150 HP
Lycanthrope is an enemy body with 3,150 HP, heavy at weight 1.8. It fights with 3 authored moves. It sees 220° ahead and gives chase from 24 m. A kill pays 12 coins (the cap).
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 |
|---|---|---|---|---|---|---|---|---|---|
claw_l | 100 | melee | mid | 0.2 s of 0.48 s | 2.2 m | 3 | 22f (367 ms) | 24f (400 ms) | 10 |
claw_r | 100 | melee | mid | 0.18 s of 0.46 s | 2.2 m | 3 | 22f (367 ms) | 24f (400 ms) | 10 |
maul | 200 | melee | mid | 0.3 s of 0.66 s | 2.3 m | 10 | 30f (500 ms) | 30f (500 ms) | 10 |
Abilities & behaviour (23)
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 (4)
| State | What it is |
|---|---|
| Counter | Parry stance — the Taunt's answer to a fast swing it can't out-speed. |
| Lunge | Heavy lunge. |
| MimicCombat | Replay the player's combo against the player. |
| 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 (19)
| State | What it is |
|---|---|
| Approach | Commit and close the gap. |
| Block | Shared guard stance. |
| Dash | A superhuman movement burst — much faster and shorter than the dodge roll (MimicMove), and unlike a roll it keeps the body upright and facing the player, so it reads as a juke/close, not an escape tumble. |
| Dead | Death: no more sink-and-vanish. |
| ExitGuard | "where DO you think you're going!". |
| Flail | Low-hp flail — the setup half of the signature. |
| Flee | Back away from the player (hurt + timid). |
| Hurt | Hit reaction. |
| Idle | The unaware resting beat. |
| Knockdown | Balance-break knockdown, enemy side. |
| Menace | The walk-down. |
| MimicMove | Mirror the player's dodge-roll: a quick directional burst at `dodge_speed` that decays to a slide, then drop back to Stalk. |
| Pounce | The zig-zag pounce. |
| Search | Lost the player: walk to where they were last seen, scan around, then give up. |
| Snatch | The grab — a standing suplex. |
| Stalk | The Ditto's signature behavior: pace the player on a ring of radius `standoff`, circling and periodically swapping direction to "peek" rather than beelining. |
| Suplex | The signature finisher — an air-chase piledrive. |
| Taunt | The laugh — entered by dashing out of the player's reach after building a big duel lead (Npc.hit_lead() >= TAUNT_LEAD, see the smug checks in stalk/approach/mimic_combat). |
| 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 |
|---|---|---|---|---|---|---|---|
lycanthrope | 3 | 0.15 | 2.5% | 1 | depth ≥ 5 | danger 0.8, 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 |
|---|---|---|---|
| 2.2 | — | — | No |
It appears only where a biome or an authored island calls for it.
Full rules: Overworld spawns.
Drops
| Payout | Amount | Notes |
|---|---|---|
| Coins | 12 | Always. Scales with max HP, then capped. |
| 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/lycanthrope/lycanthrope.tscn |
| Script | res://enemies/lycanthrope/lycanthrope.gd |
| Class | CharacterBody3D |