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.
| Move | Damage | Delivery | Height | Active at | Reach | Knockback | Hitstun | Block stun | Stamina |
|---|---|---|---|---|---|---|---|---|---|
paw_l | 100 | melee | high | 0.16 s of 0.4 s | 2.1 m | 2 | 20f (333 ms) | 22f (367 ms) | 10 |
paw_r | 100 | melee | high | 0.18 s of 0.42 s | 2.1 m | 2.4 | 22f (367 ms) | 24f (400 ms) | 10 |
paw_kick | 150 | melee | mid | 0.28 s of 0.58 s | 2.3 m | 10 | 28f (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)
| State | What it is |
|---|---|
| CatCombo | Kung-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. |
| Counter | Parry stance — the Taunt's answer to a fast swing it can't out-speed. |
| 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 (18)
| State | What it is |
|---|---|
| Approach | Commit and close the gap. |
| Block | Shared guard stance. |
| CatBound | Cat-bound / wall-pounce. |
| CatLauncher | Launcher-juggle — the cat's take on the player's crouch-roll rising kick |
| 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. |
| DashKick | Dash-kick — the committed-hit half of the dash-kick. |
| Dead | Death: no more sink-and-vanish. |
| Flail | Low-hp flail — the setup half of the signature. |
| Flee | Back away from the player (hurt + timid). |
| Hurt | Hit reaction. |
| Idle | Camp life. |
| Knockdown | Balance-break knockdown, enemy side. |
| MimicMove | Mirror the player's dodge-roll: a quick directional burst at `dodge_speed` that decays to a slide, then drop back to Stalk. |
| Search | Lost the player: walk to where they were last seen, scan around, then give up. |
| 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
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
| 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/meow_merchant/meow_merchant.tscn |
| Script | res://enemies/meow_merchant/meow_merchant.gd |
| Class | CharacterBody3D |