Combat Abilities
Combat abilities are offensive boss behaviors that deal damage, control positioning, or apply debuffs to players. Each ability is configured as a behavior entry in the entity JSON with a code and attributes object.
💡 Most abilities use a stages array, allowing different configurations at different health thresholds. The boss activates the first stage whose whenHealthRelBelow condition is met.
Common Properties
These properties are shared by most boss abilities and can be included in any stage configuration:
| Property | Type | Description |
|---|---|---|
whenHealthRelBelow | float | Health fraction threshold (0.0—1.0) to activate this stage |
cooldownSeconds | float | Cooldown between ability uses |
windupMs | int | Windup delay in milliseconds before ability executes |
animation | string | Animation to play during ability |
sound | string | Sound asset path (without sounds/ prefix) |
soundRange | float | Sound audible range (default: 24) |
soundStartMs | int | Delay before sound plays |
soundVolume | float | Sound volume multiplier (default: 1.0) |
loopSound | string | Looping sound during ability |
loopSoundIntervalMs | int | Interval for loop sound (default: 900ms) |
bossdash
EntityBehaviorBossDash — Boss performs a quick dash towards or away from the target.
Stages array: stages
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
minTargetRange | float | 0 | Minimum distance to target |
maxTargetRange | float | 30 | Maximum distance to target |
windupMs | int | 350 | Windup before dash |
dashMs | int | 650 | Dash duration |
dashSpeed | float | 0.18 | Speed multiplier |
dashDirection | string | "towards" | Direction: towards, away, left, right, side |
windupAnimation | string | null | Animation during windup |
dashAnimation | string | null | Animation during dash |
{
"code": "bossdash",
"attributes": {
"stages": [
{
"whenHealthRelBelow": 1.0,
"cooldownSeconds": 8,
"minTargetRange": 5,
"maxTargetRange": 25,
"windupMs": 400,
"dashMs": 500,
"dashSpeed": 0.22,
"dashDirection": "towards",
"sound": "game:entity/drifter-idle"
}
]
}
}bossteleport
EntityBehaviorBossTeleport — Boss teleports to a random position around the target.
Stages array: stages
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
minTargetRange | float | 0 | Minimum distance to target |
maxTargetRange | float | 40 | Maximum distance to target |
minRadius | float | 3 | Minimum teleport radius from target |
maxRadius | float | 7 | Maximum teleport radius from target |
tries | int | 10 | Number of attempts to find valid position |
windupMs | int | 250 | Windup before teleport |
windupAnimation | string | null | Animation before teleport |
arriveAnimation | string | null | Animation after teleport |
requireSolidGround | bool | true | Require solid ground at destination |
teleportClones | bool | false | Also teleport clones |
swapWithClones | bool | false | Swap position with a clone |
{
"code": "bossteleport",
"attributes": {
"stages": [
{
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 12,
"minRadius": 4,
"maxRadius": 8,
"windupMs": 300,
"requireSolidGround": true,
"teleportClones": true
}
]
}
}bossgrab
EntityBehaviorBossGrab — Boss grabs a player and holds them, dealing periodic damage.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
minTargetRange | float | 0 | Minimum distance to target |
maxTargetRange | float | 30 | Maximum distance to target |
windupMs | int | 500 | Windup before grab |
grabMs | int | 3000 | Duration of grab |
victimWalkSpeedMult | float | 0.1 | Victim's movement speed during grab |
damageIntervalMs | int | 500 | Interval between damage ticks |
damage | float | 2 | Damage per tick |
damageTier | int | 0 | Damage tier |
damageType | string | "generic" | Damage type |
{
"code": "bossgrab",
"attributes": {
"whenHealthRelBelow": 0.8,
"cooldownSeconds": 15,
"windupMs": 600,
"grabMs": 4000,
"victimWalkSpeedMult": 0.05,
"damageIntervalMs": 400,
"damage": 4,
"damageTier": 1
}
}bosshook
EntityBehaviorBossHook — Boss pulls a target towards itself (like a hook/whip).
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
minTargetRange | float | 8 | Minimum distance to target |
maxTargetRange | float | 30 | Maximum distance to target |
windupMs | int | 400 | Windup before hook |
pullSpeed | float | 0.8 | Speed of pulling |
hookAnimation | string | null | Animation during hook |
{
"code": "bosshook",
"attributes": {
"whenHealthRelBelow": 1.0,
"cooldownSeconds": 10,
"minTargetRange": 8,
"maxTargetRange": 25,
"windupMs": 500,
"pullSpeed": 1.0,
"hookAnimation": "hook"
}
}bosslifedrainnova
EntityBehaviorBossLifeDrainNova — Boss creates a nova that drains health from nearby players and heals itself.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
radius | float | 8 | Nova radius |
durationMs | int | 5000 | Duration |
drainIntervalMs | int | 500 | Interval between drains |
drainDamage | float | 3 | Damage per tick |
healMultiplier | float | 0.5 | Heal = damage ? this |
{
"code": "bosslifedrainnova",
"attributes": {
"whenHealthRelBelow": 0.6,
"cooldownSeconds": 20,
"radius": 10,
"durationMs": 6000,
"drainDamage": 4,
"healMultiplier": 0.75
}
}bossparasiteleech
EntityBehaviorBossParasiteLeech — Boss attaches parasites to players that drain health over time.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxParasites | int | 3 | Maximum parasites per player |
parasiteDurationMs | int | 8000 | Duration per parasite |
damageIntervalMs | int | 1000 | Damage interval |
damagePerParasite | float | 1 | Damage per parasite per tick |
{
"code": "bossparasiteleech",
"attributes": {
"whenHealthRelBelow": 0.7,
"cooldownSeconds": 18,
"maxParasites": 4,
"parasiteDurationMs": 10000,
"damagePerParasite": 2
}
}bosspushback
EntityBehaviorBossPushback — Boss creates a shockwave that pushes players away.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
radius | float | 10 | Pushback radius |
force | float | 8 | Push force |
windupMs | int | 300 | Windup |
{
"code": "bosspushback",
"attributes": {
"whenHealthRelBelow": 1.0,
"cooldownSeconds": 8,
"radius": 12,
"force": 10,
"windupMs": 400
}
}bossrandomlightning
EntityBehaviorBossRandomLightning — Boss summons lightning strikes on random nearby positions.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
radius | float | 15 | Strike radius |
strikeCount | int | 3 | Number of strikes |
strikeIntervalMs | int | 500 | Interval between strikes |
damage | float | 8 | Damage per strike |
{
"code": "bossrandomlightning",
"attributes": {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 15,
"radius": 20,
"strikeCount": 5,
"strikeIntervalMs": 400,
"damage": 12
}
}bossrepulsestun
EntityBehaviorBossRepulseStun — Boss stuns and repulses nearby players.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
radius | float | 12 | Effect radius |
stunDurationMs | int | 2000 | Stun duration |
pushForce | float | 10 | Push force |
windupMs | int | 600 | Windup |
{
"code": "bossrepulsestun",
"attributes": {
"whenHealthRelBelow": 0.4,
"cooldownSeconds": 20,
"radius": 14,
"stunDurationMs": 3000,
"pushForce": 12,
"windupMs": 700
}
}bossstillnessmark
EntityBehaviorBossStillnessMark — Boss marks a player; if they move, they take damage.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
markDurationMs | int | 4000 | Mark duration |
damageIfMoved | float | 15 | Damage if player moves |
radius | float | 20 | Target search range |
{
"code": "bossstillnessmark",
"attributes": {
"whenHealthRelBelow": 0.6,
"cooldownSeconds": 25,
"markDurationMs": 5000,
"damageIfMoved": 20,
"radius": 25
}
}bosssurroundedresponse
EntityBehaviorBossSurroundedResponse — Boss triggers an ability when surrounded by multiple players.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
surroundRadius | float | 10 | Detection radius |
minPlayers | int | 3 | Minimum players to trigger |
responseType | string | "pushback" | Response type |
{
"code": "bosssurroundedresponse",
"attributes": {
"whenHealthRelBelow": 1.0,
"cooldownSeconds": 10,
"surroundRadius": 8,
"minPlayers": 2,
"responseType": "pushback"
}
}bosstrapclone
EntityBehaviorBossTrapClone — Boss creates fake clones that explode when attacked.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
cloneCount | int | 3 | Number of clones |
cloneDurationMs | int | 10000 | Clone lifetime |
explosionDamage | float | 10 | Damage when clone is destroyed |
explosionRadius | float | 5 | Explosion radius |
{
"code": "bosstrapclone",
"attributes": {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 30,
"cloneCount": 4,
"cloneDurationMs": 12000,
"explosionDamage": 15,
"explosionRadius": 6
}
}bosswoundedmark
EntityBehaviorBossWoundedMark — Boss marks players who deal high damage, making them take extra damage.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
damageThreshold | float | 50 | Damage threshold to mark player |
markDurationMs | int | 8000 | Mark duration |
extraDamagePercent | float | 30 | Extra damage percent |
{
"code": "bosswoundedmark",
"attributes": {
"whenHealthRelBelow": 1.0,
"cooldownSeconds": 15,
"damageThreshold": 40,
"markDurationMs": 10000,
"extraDamagePercent": 50
}
}bossfaketeleport
EntityBehaviorBossFakeTeleport — Boss creates a fake teleport illusion while actually staying in place.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
illusionDurationMs | int | 3000 | Illusion duration |
windupMs | int | 400 | Windup |
{
"code": "bossfaketeleport",
"attributes": {
"whenHealthRelBelow": 0.7,
"cooldownSeconds": 20,
"illusionDurationMs": 4000,
"windupMs": 500
}
}explodeondeath
EntityBehaviorExplodeOnDeath — Boss explodes upon death after a fuse delay.
| Property | Type | Default | Description |
|---|---|---|---|
fuseMs | int | 2000 | Fuse time before explosion |
explosionRadius | float | 3 | Explosion radius |
explosionDamage | float | 10 | Explosion damage |
damageTier | int | 1 | Damage tier |
damageType | int | 2 | Damage type (EnumDamageType) |
explodeSound | string | "effect/smallexplosion" | Explosion sound |
explodeSoundVolume | float | 0.5 | Explosion sound volume |
{
"code": "explodeondeath",
"attributes": {
"fuseMs": 3000,
"explosionRadius": 5,
"explosionDamage": 20,
"damageTier": 2,
"explodeSound": "effect/largeexplosion",
"explodeSoundVolume": 0.8
}
}bossashfloor
EntityBehaviorBossAshFloor — Boss creates a damaging ash floor area.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
radius | float | 10 | Floor radius |
durationMs | int | 6000 | Duration |
damageIntervalMs | int | 500 | Damage interval |
damage | float | 2 | Damage per tick |
{
"code": "bossashfloor",
"attributes": {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 20,
"radius": 12,
"durationMs": 8000,
"damageIntervalMs": 400,
"damage": 3
}
}bosscorpseexplosion
EntityBehaviorBossCorpseExplosion — Boss's corpse explodes after death, damaging and poisoning nearby players.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
fuseMs | int | 2000 | Fuse time |
explosionRadius | float | 3 | Explosion radius |
explosionDamage | float | 10 | Explosion damage |
damageTier | int | 1 | Damage tier |
damageType | string | "BluntAttack" | Damage type |
explodeSound | string | "effect/smallexplosion" | Explosion sound |
explodeSoundVolume | float | 0.5 | Sound volume |
damage | float | 15 | Direct damage to players |
radius | float | 4 | Direct damage radius |
poisonPerSecond | float | 8 | Poison applied per second |
poisonDurationSeconds | int | 10 | Poison duration |
cooldownBetweenExplosionsMs | int | 2500 | Cooldown between explosions |
{
"code": "bosscorpseexplosion",
"attributes": {
"fuseMs": 3000,
"explosionRadius": 5,
"explosionDamage": 15,
"damage": 20,
"radius": 6,
"poisonPerSecond": 10,
"poisonDurationSeconds": 8,
"explodeSound": "effect/largeexplosion"
}
}bossrequiemchains
EntityBehaviorBossRequiemChains — Boss binds random nearby players with chains, pulling them towards the boss.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | int | 10 | Cooldown |
range | float | 8 | Target selection range |
maxTargets | int | 2 | Max chained targets |
duration | int | 5 | Chain duration in seconds |
pullSpeed | float | 0.08 | Pull speed towards boss |
damagePerSecond | float | 5 | Damage per second |
{
"code": "bossrequiemchains",
"attributes": {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 15,
"range": 12,
"maxTargets": 3,
"duration": 6,
"pullSpeed": 0.1,
"damagePerSecond": 8
}
}bossmindcontrol
EntityBehaviorBossMindControl — Boss takes control of a random nearby player.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
controlDurationSeconds | float | 5 | Control duration |
controlRange | float | 30 | Target selection range |
victimMoveSpeed | float | 0.04 | Controlled player move speed |
attackDamage | float | 10 | Attack damage per hit |
attackDamageTier | int | 3 | Attack damage tier |
particleEffect | string | null | Particle effect path |
controlSound | string | "albase:dark-magic-charge-up" | Sound on control |
{
"code": "bossmindcontrol",
"attributes": {
"whenHealthRelBelow": 0.4,
"cooldownSeconds": 30,
"controlDurationSeconds": 7,
"controlRange": 25,
"victimMoveSpeed": 0.06,
"attackDamage": 15,
"attackDamageTier": 2,
"controlSound": "albase:dark-magic-charge-up"
}
}bosscursemark
EntityBehaviorBossCurseMark — Boss marks a player. After a delay, the mark detonates dealing damage based on distance — closer to boss = more damage.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target search range |
markDelaySec | float | 3 | Delay before detonation |
baseDamage | float | 12 | Base damage |
safeDistance | float | 10 | Distance at which damage is minimum |
damageTier | int | 3 | Damage tier |
sound | string | environment/thunder1 | Sound on mark |
soundRange | float | 32 | Sound range |
{
"code": "bosscursemark",
"attributes": {
"whenHealthRelBelow": 0.6,
"cooldownSeconds": 18,
"maxTargetRange": 25,
"markDelaySec": 4,
"baseDamage": 20,
"safeDistance": 12,
"damageTier": 3
}
}bosscursestack
EntityBehaviorBossCurseStack — Reactive ability. Each time the boss deals damage to a player, it applies a curse stack. At max stacks, triggers an effect (stun, teleport, or slow). Stacks decay after a timeout.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxStacks | int | 5 | Stacks before effect triggers |
effectType | string | stun | Effect: stun, teleport, slow |
stackDecaySeconds | float | 4 | Seconds before stacks decay |
stunDurationMs | float | 2000 | Stun duration (if effectType=stun) |
slowFactor | float | 0.5 | Slow factor (if effectType=slow) |
slowDurationMs | float | 3000 | Slow duration (if effectType=slow) |
{
"code": "bosscursestack",
"attributes": {
"whenHealthRelBelow": 0.7,
"maxStacks": 4,
"effectType": "stun",
"stackDecaySeconds": 5,
"stunDurationMs": 3000
}
}bossexecute
EntityBehaviorBossExecute — Boss scans for low-HP players. If a player is below a threshold, the boss charges up (with sound + particles) then teleports to the player and deals massive damage. Cancelled if the player heals above threshold during charge.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target search range |
executeThreshold | float | 0.3 | HP fraction below which execute triggers |
executeDamage | float | 40 | Damage dealt |
windupMs | int | 3000 | Charge-up duration |
damageTier | int | 4 | Damage tier |
chargeSound | string | effect/translocate-active | Charge sound |
chargeSoundRange | float | 32 | Sound range |
{
"code": "bossexecute",
"attributes": {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 25,
"maxTargetRange": 25,
"executeThreshold": 0.25,
"executeDamage": 50,
"windupMs": 2500,
"damageTier": 4
}
}bossgravity
EntityBehaviorBossGravity — Creates a gravity sphere at a target position that pulls players toward its center. Players reaching the center take damage + brief stun.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target range |
pullRadius | float | 8 | Sphere radius |
pullDurationSec | float | 5 | Duration |
pullStrength | float | 0.12 | Pull force |
centerDamage | float | 15 | Damage at center |
sound | string | effect/translocate-active | Sound |
soundRange | float | 32 | Sound range |
{
"code": "bossgravity",
"attributes": {
"whenHealthRelBelow": 0.6,
"cooldownSeconds": 20,
"maxTargetRange": 25,
"pullRadius": 10,
"pullDurationSec": 6,
"pullStrength": 0.15,
"centerDamage": 20
}
}bossgroundslam
EntityBehaviorBossGroundSlam — Telegraphs with particles, then after windup deals AoE damage + knockback in a radius.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target range |
radius | float | 5 | Slam radius |
damage | float | 8 | Damage |
windupMs | float | 1200 | Telegraph/windup duration |
knockbackStrength | float | 1.5 | Knockback force |
sound | string | environment/largerock1 | Impact sound |
soundRange | float | 32 | Sound range |
{
"code": "bossgroundslam",
"attributes": {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 12,
"maxTargetRange": 20,
"radius": 6,
"damage": 15,
"windupMs": 1500,
"knockbackStrength": 2.0
}
}bossprojectile
EntityBehaviorBossProjectile — Fires particle-based projectiles toward players. Supports multiple shapes and variants.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target range |
damage | float | 10 | Damage |
speed | float | 12 | Projectile speed |
hitRadius | float | 1.4 | Hit radius |
maxRange | float | 30 | Max travel range |
variant | string | fire | Visual variant: fire, shadow, ice, poison, lightning, void, blood, chain |
shape | string | ball | Shape: ball, spiral, burst, wave, homing, mortar, beam |
damageTier | int | 3 | Damage tier |
burstCount | int | 3 | Shots in burst (shape=burst) |
waveCount | int | 5 | Projectiles in wave (shape=wave) |
waveSpreadDeg | float | 60 | Wave spread angle (shape=wave) |
homingTurnDegPerSec | float | 20 | Homing turn rate (shape=homing) |
windupMs | int | 0 | Windup before firing |
windupSound | string | null | Windup sound |
windupSoundRange | float | 24 | Windup sound range |
sound | string | effect/translocate-active | Fire sound |
soundRange | float | 24 | Sound range |
💡 - chain variant applies slow on hit - blood variant heals the boss for 30% of damage dealt - beam is instant — no projectile travel - mortar fires in an arc with AoE at landing
{
"code": "bossprojectile",
"attributes": {
"whenHealthRelBelow": 0.7,
"cooldownSeconds": 8,
"maxTargetRange": 25,
"damage": 12,
"speed": 14,
"variant": "shadow",
"shape": "homing",
"damageTier": 3,
"homingTurnDegPerSec": 25,
"windupMs": 500,
"windupSound": "albase:dark-magic-charge-up"
}
}bosssoulchain
EntityBehaviorBossSoulChain — Tethers the nearest player with a chain. While chained: player is slowed. Break by distance, damage dealt to boss, or timeout.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target range |
chainDurationSec | float | 5 | Chain duration |
slowFactor | float | 0.4 | Slow multiplier |
breakDistance | float | 12 | Distance to break chain |
breakDamage | float | 20 | Damage dealt to boss to break |
sound | string | block/meteoriciron | Sound |
soundRange | float | 24 | Sound range |
{
"code": "bosssoulchain",
"attributes": {
"whenHealthRelBelow": 0.6,
"cooldownSeconds": 20,
"maxTargetRange": 25,
"chainDurationSec": 6,
"slowFactor": 0.5,
"breakDistance": 14,
"breakDamage": 25
}
}bosstrail
EntityBehaviorBossTrail — Leaves a damaging particle trail behind the boss as it moves. Trail segments persist and deal damage to players who walk through them.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
trailDps | float | 4 | Damage per second |
trailRadius | float | 1.5 | Trail segment radius |
lifetimeSec | float | 5 | Segment lifetime |
trailIntervalMs | int | 300 | Spawn interval |
maxSegments | int | 20 | Max active segments |
trailColor | string | fire | Color: fire, poison, shadow, ice, blood |
{
"code": "bosstrail",
"attributes": {
"whenHealthRelBelow": 0.5,
"trailDps": 6,
"trailRadius": 2,
"lifetimeSec": 7,
"trailIntervalMs": 250,
"maxSegments": 25,
"trailColor": "shadow"
}
}bossvoidzone
EntityBehaviorBossVoidZone — Places an expanding damage zone at target position. Grows from 0 to maxRadius over growDurationSec.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target range |
maxRadius | float | 6 | Final zone radius |
growDurationSec | float | 3 | Time to reach max radius |
dpsInZone | float | 4 | Damage per second |
lifetimeSec | float | 8 | Zone lifetime |
maxActiveZones | int | 3 | Max simultaneous zones |
sound | string | effect/translocate-idle | Sound |
soundRange | float | 24 | Sound range |
{
"code": "bossvoidzone",
"attributes": {
"whenHealthRelBelow": 0.5,
"cooldownSeconds": 15,
"maxTargetRange": 25,
"maxRadius": 8,
"growDurationSec": 4,
"dpsInZone": 5,
"lifetimeSec": 10,
"maxActiveZones": 2
}
}bosshazardzone
EntityBehaviorBossHazardZone — Universal hazard zone ability with multiple zone types. Zones are placed at target position, grow over time, and apply effects + DoT.
| Property | Type | Default | Description |
|---|---|---|---|
whenHealthRelBelow | float | 1.0 | Health threshold |
cooldownSeconds | float | 0 | Cooldown |
maxTargetRange | float | 30 | Target range |
zoneType | string | ember | Zone type: void, ember, corrupt, frost |
radius | float | 4 | Final radius |
lifetimeSec | float | 8 | Zone lifetime |
growDurationSec | float | 2 | Time to grow |
dpsInZone | float | 4 | Damage per second |
dotDps | float | 2 | DoT after leaving |
dotDurationSec | float | 3 | DoT duration |
slowFactor | float | 0.4 | Slow factor (void/frost) |
maxActiveZones | int | 3 | Max simultaneous zones |
sound | string | effect/translocate-idle | Sound |
soundRange | float | 24 | Sound range |
💡 Zone types: - void — dark purple, slow + reduced view distance - ember — fire damage + burn DoT after leaving - corrupt — poison damage + poison DoT after leaving - frost — slow only, no damage
{
"code": "bosshazardzone",
"attributes": {
"whenHealthRelBelow": 0.6,
"cooldownSeconds": 18,
"maxTargetRange": 25,
"zoneType": "ember",
"radius": 5,
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}
}