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Meow Merchant

Bestiary entry · 3,300 HP

Meow Merchant is an enemy body with 3,300 HP, heavy at weight 2.2. It fights with 3 authored moves. It sees 240° ahead and gives chase from 26 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.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
paw_l100meleehigh0.16 s of 0.4 s2.1 m220f (333 ms)22f (367 ms)10
paw_r100meleehigh0.18 s of 0.42 s2.1 m2.422f (367 ms)24f (400 ms)10
paw_kick150meleemid0.28 s of 0.58 s2.3 m1028f (467 ms)28f (467 ms)10

Abilities & behaviour (22)

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)

StateWhat it is
CatComboKung-fu combo — a multi-hit cat-fu string on the hth1 hand-to-hand combo clips (Combo_A -> A1 -> A2 -> A3), each link its own windup->live->recover window with its own AttackData, chaining forward with a short lunge.
CounterParry stance — the Taunt's answer to a fast swing it can't out-speed.
MimicCombatReplay the player's combo against the player.
ThrownBeing 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 (18)

StateWhat it is
ApproachCommit and close the gap.
BlockShared guard stance.
CatBoundCat-bound / wall-pounce.
CatLauncherLauncher-juggle — the cat's take on the player's crouch-roll rising kick
DashA 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.
DashKickDash-kick — the committed-hit half of the dash-kick.
DeadDeath: no more sink-and-vanish.
FlailLow-hp flail — the setup half of the signature.
FleeBack away from the player (hurt + timid).
HurtHit reaction.
IdleCamp life.
KnockdownBalance-break knockdown, enemy side.
MimicMoveMirror the player's dodge-roll: a quick directional burst at `dodge_speed` that decays to a slide, then drop back to Stalk.
SearchLost the player: walk to where they were last seen, scan around, then give up.
StalkThe Ditto's signature behavior: pace the player on a ring of radius `standoff`, circling and periodically swapping direction to "peek" rather than beelining.
SuplexThe signature finisher — an air-chase piledrive.
TauntThe 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).
WanderAimless roaming for when there's no target / the player is lost.

In dungeons

Not in the dungeon spawn pool. Underground, this body is placed deliberately — by a dungeon, a boss room or a script — rather than rolled onto open floor.

On islands

Not on the island encounter table. This body belongs to dungeons, a town, or a scripted placement — you will not meet it wandering a shore. See Overworld spawns.

Drops

PayoutAmountNotes
Coins12Always. Scales with max HP, then capped.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/meow_merchant/meow_merchant.tscn
Scriptres://enemies/meow_merchant/meow_merchant.gd
ClassCharacterBody3D
Categories: Bestiary