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Pirate

Bestiary entry · 648 HP

Pirate is an enemy body with 648 HP, light at weight 0.9. It fights with 4 authored moves. It sees 160° ahead and gives chase from 20 m. A kill pays 6 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.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
cut1
→ true_flow on timing
50meleemid0.37 s of 0.75 s2.5 m1.414f (233 ms)17f (283 ms)10
cut2
→ true_bloom on timing
50meleemid0.35 s of 0.7 s2.5 m1.614f (233 ms)17f (283 ms)10.5
cut3
→ true_crescent on timing
100meleemid0.44 s of 0.88 s2.6 m1.816f (267 ms)19f (317 ms)11.5
cut4100meleemid0.46 s of 0.92 s2.6 m419f (317 ms)21f (350 ms)13

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
CounterParry stance — the Taunt's answer to a fast swing it can't out-speed.
MimicCombatReplay the player's combo against the player.
RushThe kill sprint — the stare-down gone wrong (mood bottomed out).
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.
BowDrawAn armed archer's draw -> loose: the enemy-side twin of the player's states/bow_draw_state.gd, wizard-missile cadence.
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.
DeadDeath: no more sink-and-vanish.
FleeBack away from the player (hurt + timid).
HideFreeze while the player is looking at us (unnerving, Bracken-style); the instant they look away, slip into a sneak.
HurtHit reaction.
IdleThe unaware resting beat.
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.
SlipBreak line of sight and vanish back into the stalk — the "sprint away to try to hide" half of the Bracken kit.
SneakCreep toward the player while they aren't looking; freeze (Hide) the instant they turn toward us.
StalkThe Ditto's signature behavior: pace the player on a ring of radius `standoff`, circling and periodically swapping direction to "peek" rather than beelining.
StartleCaught stalking — the player's gaze landed on us and stayed (see the caught timer in enemy_stalk/enemy_hide).
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

Power costCommon everywhereComes out at nightClaws out of the ground
1.40.75No
BiomeWeight
Temperate0.8
It sits under every island's table, whatever the biome.
Full rules: Overworld spawns.

Drops

PayoutAmountNotes
Coins6Always. Scales with max HP.
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/pirate/pirate.tscn
Scriptres://enemies/pirate/pirate.gd
ClassCharacterBody3D
Categories: Bestiary