Rotten Girl
Bestiary entry · 3,000 HP
Rotten Girl is a boss body with 3,000 HP, heavy at weight 1.1. It fights with 3 authored moves. It sees 160° 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 |
|---|---|---|---|---|---|---|---|---|---|
dagger_slash1bleed ×1 | 50 | melee | high | 0.13 s of 0.34 s | 1.8 m | 1.6 | 14f (233 ms) | 16f (267 ms) | 10 |
dagger_slash2bleed ×1 | 50 | melee | high | 0.14 s of 0.36 s | 1.8 m | 1.8 | 14f (233 ms) | 16f (267 ms) | 10 |
dagger_combobleed ×1 | 70 | melee | mid | 0.26 s of 0.62 s | 2 m | 5 | 22f (367 ms) | 22f (367 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. |
| MimicCombat | Replay the player's combo against the player. |
| Rush | The kill sprint — the stare-down gone wrong (mood bottomed out). |
| 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 |
|---|---|
| Afterimage | The rotten girl's signature: a twin-dagger afterimage crossup. |
| 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. |
| Flee | Back away from the player (hurt + timid). |
| Flustered | Flustered: once every floating dagger is destroyed the Rotten Girl loses her defensive composure and turns hyper-aggressive — dashing around the arena, still evading, but now killing personally with her twin daggers. |
| Hide | Freeze while the player is looking at us (unnerving, Bracken-style); the instant they look away, slip into a sneak. |
| Hurt | Hit reaction. |
| Idle | The unaware resting beat. |
| 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. |
| Slip | Break line of sight and vanish back into the stalk — the "sprint away to try to hide" half of the Bracken kit. |
| Sneak | Creep toward the player while they aren't looking; freeze (Hide) the instant they turn toward us. |
| 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. |
| Startle | Caught stalking — the player's gaze landed on us and stayed (see the caught timer in enemy_stalk/enemy_hide). |
| 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/boss/rotten_girl.tscn |
| Script | res://enemies/boss/rotten_girl.gd |
| Class | CharacterBody3D |