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TheXu edited this page May 22, 2026 · 1 revision

[Generated by AI 2026.05.22]

Eye of Cthulhu

  • Attributes

    • Health: 728 / scales with player count
    • Armor: 12 (Phase 1) / 0 (Phase 2)
    • Contact Damage: 4 (Phase 1) / 6 (Phase 2, ×1.5 when dashing)
    • Movement Speed: 0.5 (Phase 2 ×1.5)
    • Follow Range: 300
    • Knockback Resistance: 100%
    • XP: 1000
    • Boss Bar Color: Red
  • Spawn

    • Biome: any
    • Summoning Item: Suspicious Looking Eye (suspicious_looking_eye)
      • Dropped by Demon Eye (5% chance)
      • Registered in TEBossSummonsItems.EYE_OF_CTHULHU_SUMMONS
  • Drops

    • bloody_spine Brain of Cthulhu Summon (bloody_spine) — 50%
    • worm_food Eater of Worlds Summon (worm_food) — 50%
    • slime_staff Slime Staff — 100%
    • shield_of_cthulhu Shield of Cthulhu (when terra_curio present without confluence)
  • Skill (AI Behavior)

    Uses FSM skill sequencing (addSkills). Default params configured via BossSkillMapDatas.EYE_OF_CTHULHU_PARAMS.

    Phase 1 (≥50% HP)

    1. Stare — Duration: 5s (100 ticks)

      • Hover at Y+3 above target, continuously look at target
      • Spawn Demon Eye minions every 20 ticks (minions have 3 HP, no loot drops)
    2. Dash — Duration: 30 ticks (trigger at 20 ticks)

      • 20-tick aim pause: predict target position with slight inaccuracy
      • Dash at 2× speed (MOVE_SPEED × 2) with 1.5× damage multiplier
      • Repeats 3 times, then back to Stare

    Phase Transition (at 50% HP)

    1. Switch to Phase 2 — Duration: 23 ticks
      • Play switching animation, play hurried roaring sound
      • Minion spawn CD reduced from 20 → 7 ticks
      • Armor set to 0

    Phase 2 (<50% HP)

    1. Stare — Duration: 3s (60 ticks)

      • Hover at 1.5× speed, spawn minions faster
      • Expert: extends duration when player within 8 blocks
      • FTW: at <15% HP → nearly infinite stare; spawns 2× minions
    2. Dash — Duration: 30 ticks (trigger at 10 ticks)

      • 10-tick aim pause, dash at 2–3× speed with 1.5× damage
      • Enhance Dash (Expert + <30% HP + dash count ≤ max):
        • speedFactor=3, 6× aim inaccuracy, unstable timing
        • Plays hurried roaring, enables motion blur trail
      • Expert: dash count = (base + missing HP %) × 1.5 (more dashes = lower HP)
      • Normal: always 3 dashes
      • If target < ~4.5 blocks → dash backward first
      • After all dashes → return to Phase 2 Stare; else repeat dash
  • Additional

    • Daytime Escape: flies away in circular pattern during daytime if no target
    • No Gravity: true; No Physics: configurable
    • Expert Damage Vulnerability: takes +15 damage at <40% HP, +7 at <12% HP

King Slime (史王)

  • Attributes

    • Health: 728
    • Armor: 10
    • Contact Damage: 16.5
    • Follow Range: 100
    • Knockback Resistance: 100%
    • XP: 800
    • Boss Bar Color: Blue
    • Size: (HP ratio × 10) + 6, max 127
  • Spawn

    • Biome: any
    • Summoning Item: Slime Crown (slime_crown)
      • Dropped by all colored slimes (1% chance), Pink Slime (20% chance)
      • Registered in TEBossSummonsItems.KING_SLIME_SUMMONS
  • Drops

    • Code 1 Yoyo — 100%
    • Slime Staff — 33%
    • Swamp Whip — 33%
    • Slimy Saddle — 20%
    • royal_gel Royal Gel (when terra_curio present without confluence)
  • Skill (AI Behavior)

    State machine with 3 states: Normal → Shrink → Enlarge → Normal loop.

    Normal State:

    • Jump toward player, speed scaled by health loss
    • On damage: spawns Blue Slimes and Spiked Slimes based on HP loss (每掉1/TOTAL_SPLITS 分裂一波)
    • Immune to suffocation damage
    • Does not hurt player during Shrink/Enlarge transitions

    Shrink State:

    • Shrinks over shrinkDuration ticks
    • Teleports near a random player (expert: teleports to circle position; non-expert: teleports behind player's view)
    • Spawns crown model entity at old position

    Enlarge State:

    • Expands back to max size
    • Returns to Normal state

    Expert Mode: at <50% HP, enters phase 2 with increased jump frequency. TOTAL_SPLITS and speeds scale with difficulty (Normal/Expert/Master/FTW).


Eater Of Worlds (世吞)

  • Attributes

    • Head: Health 54, Armor 4, Attack 11.5
    • Segment: Health 50, Armor 6, Attack 4
    • Base Move Speed: 0.5
    • Turn Speed: 2
    • Segment Count: 60 (configurable)
    • Segment Interval: 2.8
    • Proj Damage: 5
    • Shoot Interval: 200 ticks
    • XP: 30 per segment (60 body + head = 1830 total)
    • Boss Bar Color: Purple
    • No Physics: true
  • Spawn

    • Biome: any
    • Summoning Item: Worm Food (worm_food)
      • Dropped by Eater of Souls, Decayer, Devourer (5% chance)
      • Registered in TEBossSummonsItems.EATER_OF_WORLDS_SUMMONS
  • Drops

    • Iron Golem Staff — 100%
    • worm_scarf Worm Scarf (when terra_curio present without confluence)
  • Skill (AI Behavior)

    Multi-segment worm with FSM skill sequencing (addSkills). All segments share health — total HP is the sum of all alive segments. When a segment dies, new head regenerates from the next alive segment.

    Skills:

    1. Wonder — Duration: 120 ticks
      • Alternates between flying upward/downward around the target
      • Selects a random position at distance wanderPosRadius from target
      • Moves slowly (speed 0.4) with low turn speed
    2. Direct — Duration: up to 300 ticks
      • Locks onto target, accelerates to 1.1x speed (FTW: 1.5x)
      • Ends when aligned (< 22.5°) and close (< ~4.5 blocks)
    3. Dash — Duration: 120 ticks
      • Continuous forward movement
      • Head fires projectiles every shootInterval ticks (currently disabled)

    On death:

    • If all segments die: drops loot from main head
    • Otherwise: each dead segment drops loot individually

Brain Of Cthulhu (克脑)

  • Attributes

    • Health: 552
    • Armor: 14
    • Attack: 14
    • Move Speed: 0.3 (Phase 2: 0.5)
    • Knockback Resistance: 50%
    • XP: 2000
    • Boss Bar Color: Yellow
    • Minions: 20 Visual Neurons
    • No Physics: true
  • Spawn

    • Biome: Crimson
    • Summoning Item: Bloody Spine (bloody_spine)
      • Dropped by Bloody Spore (20%), Blood Crawler/Crimera/etc (5%), Wandering Eye Fish (20%)
      • Registered in TEBossSummonsItems.BRAIN_OF_CTHULHU_SUMMONS
  • Drops

    • Iron Golem Staff — 100%
    • brain_of_confusion Brain of Confusion (when terra_curio present without confluence)
  • Skill (AI Behavior)

    FSM skill sequencing (addSkills) with two phases.

    Phase 1 (Invulnerable):

    • First Spawn — Duration: 50 ticks (trigger at 20)
      • Spawns 20 VisualNeuron minions in a sphere around itself
      • Rises upward slowly
    • Stare — Duration: 200 ticks
      • Circles target at distance 10, Y+5
      • Minions attack target on interval (minionsSummonInternal)
      • If no minions alive, immediately advances to phase 2
    • Fade In/Out — Duration: 40 ticks each
      • Teleports to a random sphere position around target
      • Controls alpha fade visibility

    Phase 2 (<50% HP or no minions):

    • Switch — Duration: 15 ticks
      • Plays opening animation
      • Sets noPhysics, spawns 3 BrainFake decoys
    • Stare — Duration: 40 ticks
      • Moves along Bezier curve to target's side (distance 16)
    • Dash — Duration: 30 ticks (trigger at 10)
      • Dashes at target along Bezier curve with roar
      • At <30% HP: increases dash count to 3
      • Repeats dash dashCount times, then returns to Fade
    • Fade In/Out — Duration: 30/100 ticks
      • Teleports and repositions around target

Queen Bee (蜂后)

  • Attributes

    • Health: 1237
    • Armor: 8
    • Attack: 14
    • XP: 1500
    • Boss Bar Color: Yellow
    • Summon Bee Interval: 10 ticks
    • Shoot Proj Interval: 10 ticks
    • Max Minions: 10
    • Dash Speed Modifier: 2.0
    • Angry Dash Speed Modifier: 1.5
    • Dash Max Range: 15
    • No Physics: true
  • Spawn

    • Biome: Jungle
    • Summoning Item: Abeemination (abeemination)
      • Dropped by Hornet (5% chance)
      • Registered in TEBossSummonsItems.QUEEN_BEE_SUMMONS
  • Drops

    • Bee Spawn Egg — 100%
    • Honeyed Goggles — 20%
    • hive_pack Hive Pack (when terra_curio present without confluence)
  • Skill (AI Behavior)

    FSM skill sequencing (addSkills). Pattern: Idle → Summon Bee → Summon Proj → [Pre-dash × 4 → Dash × 4].

    Skills:

    1. First Spawn — Duration: 50 ticks
    2. Idle — Duration: 50 ticks
      • Hovers toward target, maintains distance
      • If target > dashMaxRange, skips to dash phase
    3. Summon Bee — Duration: 60 ticks (trigger at 10)
      • Hovers at Y+4 above target
      • Spawns LittleHornet minions every summonBeeInterval
    4. Summon Proj — Duration: 60 ticks (trigger at 10)
      • Fires Bee Stinger projectiles (poison effect) every summonProjInterval
      • <30% HP: early exit
    5. Pre-dash Idle — Duration: 20 ticks
      • Hover above target, align position
    6. Pre-dash — Duration: 15 ticks
      • Stop movement, predict target direction, aim horizontally
    7. Dash — Duration: 50 ticks
      • Dash horizontally at dashSpeedModifier × move speed
      • If angry (outside Jungle biome): bonus speed
      • Stop if past dashMaxRange

    Enrage: When outside Jungle biome, gains increased dash speed.


Deerclops (鹿角怪)

  • Attributes

    • Health: 3094
    • Armor: 10
    • Attack: 10.4
    • Melee Damage: 10
    • Range Damage: 10 (thrown ice)
    • Attack Range: 10
    • Thrown Ice Count: 20
    • Black Hand Damage: 10
    • XP: 1500
    • Boss Bar Color: Red
    • No Gravity: false (ground-based)
  • Spawn

    • Biome: Snow/Ice (夜晚)
    • Summoning Item: Deer Thing (deer_thing)
      • Registered in TEBossSummonsItems.DEER_THING
  • Drops

    • (none defined — uses no loot table)
  • Skill (AI Behavior)

    Behavior Tree with shared flag controller.

    Alert Phase:

    1. Roar — 10 ticks: play roar animation
    2. Roaring — 10 ticks: play roaring animation loop

    Combat Phase (target within 20 blocks): 3. Move to Target — Approach within 7 blocks (max 30 ticks) 4. Ice Attack — 15 ticks:

    • If horizontal distance ≥ attack range (10): Ranged — throws thrownIceCount ice projectiles at target
    • If target Y > Deerclops Y + 5: Black Hand — summons 4 Shadow Hand projectiles around target
    • Otherwise: Melee — creates ice pillar eruption in cone toward target

    Out of Combat: 5. Walk to Chest — Finds nearest chest, walks to it 6. Destroy Chest — Destroys chest (7 ticks animation), drops contents

    Invulnerability: When target is > 20 blocks away, Deerclops is immune to all damage.

    No Target: Random stroll.


Skeletron (骷髅王)

  • Attributes

    • Health: 2288
    • Armor: 10 (0 when both hands destroyed)
    • Attack: 18.2
    • Proj Damage: 6 (expert skulls)
    • Shoot Cooldown: 20 ticks
    • Acceleration: 0.07 / 0.1 / 0.1 / 0.16 (classic/expert/master/ftw)
    • Max Speed: 0.7 / 1.0 / 1.0 / 2.0
    • XP: 2000
    • Boss Bar Color: White
    • No Gravity: true
    • Hands: 2 (left + right)
  • Spawn

    • Biome: any (夜晚)
    • Summoning Item: Clothier Voodoo Doll (clothier_voodoo_doll)
      • Dropped by Bones, Angry Bones, Cursed Skull, etc. (5% chance)
      • Registered in TEBossSummonsItems.SKELETRON_SUMMONS
  • Drops

    • Skeletron Hand drops:
      • Bones (10-20) — 100%
      • Iron Golem Staff — 100%
      • Valor Yoyo — 100%
    • bone_glove Bone Glove (when terra_curio present without confluence)
  • Skill (AI Behavior)

    Vanilla-style Goal system with 3 goals.

    1. Float Goal (default, night, phase < 267, not enraged)

    • Maintains Y+5 above target
    • Uses acceleration/max-speed physics with damping
    • 30% chance of "crazy" mode: adds random target pull
    • Randomly switches target between players

    2. Spin Goal (enraged/day or phase ≥ 267)

    • Charges directly at target
    • Normal: speed = 0.2 (easy) / distance-based 0.22-0.48 (expert+)
    • Enraged (daytime): speed = 1.0 (fastest)
    • Losing hands increases speed
    • Plays roar on activation

    3. Shoot Skull Goal (expert+, <75% HP or hand lost, not spinning)

    • Fires homing SkullProjectile at target every shootCooldown ticks
    • No hands → interval halved
    • FTW: interval × 0.8

    Hands: 2 SkeletronHand entities spawn at first spawn.

    • While both hands alive: full armor
    • Each hand lost: armor reduced, shoot speed increased

    Enrage: Daytime → max speed +1.0 spin mode permanently. Also gives massive attack damage bonus (999 ADD_VALUE from LibAttributes).


Wall Of Flesh (血肉墙)

  • Attributes

    • Health: 3096
    • Armor: 6
    • Attack: 39
    • Base Move Speed: 0.125
    • Phase 2 Multiplier: ×1.45
    • Knockback Resistance: 999
    • Boss Bar Color: Red
    • No Physics: true, No Gravity: true
    • Grid: 40 × 30 cells, spacing 15
    • Eye/Mouth Count: procedurally generated (quadtree)
  • Spawn

    • Dimension: Nether
    • Summoning Item: Guide Voodoo Doll (Wall) (guide_voodoo_doll_wall, max summon range 100/80)
      • Dropped by Voodoo Demon (20% chance) — for Hill of Flesh
      • Registered in TEBossSummonsItems.WALL_OF_FLESH_SUMMONS
  • Drops

    • Netherite Sword Staff — 100%
    • Flamarang — 100%
    • On death: obsidian frame structure (9×9×9), or demonite/crimtane brick with confluence
  • Skill (AI Behavior)

    Continuous horizontal wall that moves in one direction (N/E/S/W).

    Structure:

    • Body is a 40×30 grid of cells (spacing 15) containing Eyes, Mouths, and The Hungry
    • Generated via quadtree algorithm with subdivision depth 6
    • Eyes: 45% chance, Mouths: 40% chance, Hungry: 30% chance
    • Extra mouths generated between vertically adjacent eyes
    • Max 2 mouths and 4 eyes assigned to players at a time

    Movement:

    • Moves forward at 0.125 speed, aligns to cardinal direction
    • Maintains height at grid center
    • Phase 2 (<50% HP): speed × 1.45
    • Removes blocks in a 9×9×9 area as it passes (replaces with obsidian/demonite frame)

    Combat:

    • Applies Horrified effect to players inside outer bounding box
    • Eyes: fire projectiles at assigned player
    • Mouths: deal contact damage to assigned player
    • The Hungry: guardians that orbit and attack players; respawn at 40% chance on death
    • summonCD = 1200 ticks

    Despawn: Reaches finish line (2000 blocks) → kills all Horrified players → discards


The Destroyer (毁灭者)

  • Attributes

    • Head: Health 23333, Armor 2, Attack 35
    • Segment: Health 23333, Armor 2, Attack 66 (head: 35)
    • Probe: Health 100, Armor 10, Attack 12
    • Base Move Speed: 1.0
    • Turn Speed: 9
    • Segment Count: 80
    • Segment Interval: 3.2
    • XP: 2000
    • Boss Bar Color: Red
    • No Physics: true, No Gravity: true
  • Spawn

    • Biome: any (夜晚)
    • Summoning Item: Mechanical Worm (not yet implemented)
  • Drops

    • (none defined)
  • Skill (AI Behavior)

    Three-phase AI based on target Y height.

    1. Underground Mode (target Y < 60)

    • Head shell: closed
    • No lasers, no probes
    • Drill Charge: Track → Rev up (20 ticks, spinning + minecart sound) → Dash (30 ticks, 1.5× speed, poor turning) → Recovery (20 ticks)
    • Body roll (spiral motion) during drill

    2. Ground Mode (target Y 60–100)

    • Lurk — Burrow 20 blocks underground, approach target
    • Jump — Leap up at target with circular wander pattern
    • Dive — 45 ticks cool-down, descend

    3. Sky Mode (target Y > 100)

    • Head shell: open
    • Hover — Circle at Y+25 above target (60 ticks)
    • Swoop — Attack from side position, laser volley enabled (60 ticks)
    • Rush — Direct charge
    • Barrel Roll — Random 720° roll (visual)
    • Laser Volley — All probe segments fire at target every 80+random(40) ticks

    Features:

    • 80 segments with physics chain (snake-like movement)
    • Probe segments fire lasers in sequence
    • Half HP: texture variant change (damage visual)
    • Block collision: particle effects + screen shake
    • Immune to suffocation and fall damage

The Twins — Spazmatism & Retinazer (双子魔眼)

  • Attributes (controller)

    • TheTwins: Health 16770, Armor 0, Attack 0 (invisible controller)
  • Attributes (Spazmatism — 魔焰眼)

    • Health: 8970, Armor: 10, Attack: 22
    • Move Speed: 1.5 (Phase 1) / 1.0 (Phase 2)
    • Dash Speed: 1.0 (Phase 1) / 2.0 (Phase 2)
    • Shoot: 5 shots, interval 20 (P1) / 33 shots, interval 3 (P2)
    • Dash: 5 dashes, interval 10, duration 10
    • Follow Distance: 7
    • XP: 1500
  • Attributes (Retinazer — 激光眼)

    • Health: 7800, Armor: 10, Attack: 19
    • Move Speed: 1.0 (both phases)
    • Shoot: 5 shots, interval 20 (P1) / 6 shots, interval 20 (P2)
    • Dash: 5 dashes, interval 10, duration 5, speed 1.5
    • Follow Distance: 7
    • XP: 1500
  • Boss Bar Color: Red

  • No summon item yet

  • Drops

    • (none defined)
  • Skill (AI Behavior)

    Two independent Behavior Tree AI entities sharing one boss bar (TheTwins controller).

    Spazmatism (魔焰眼 — Cursed Flames):

    Phase 1 (≥50% HP):

    1. Move — 50 ticks: follow target at distance 7, speed 1.5
    2. Shoot — Fire shootCount1 cursed flame projectiles at shootInterval1 while hovering
    3. DashdashCount1 dashes at speed dashSpeed1, each preceded by dashInterval1 ticks

    Phase 2 (<50% HP): 4. Switch — Play switching animation (30 ticks total) 5. Move — Fly toward target, speed 1.0 6. Flame Breath — Continuous fire breath attack (particle cone + direct damage), shootCount2 ticks 7. DashdashCount2 dashes at speed dashSpeed2

    Retinazer (激光眼 — Laser):

    Phase 1:

    1. Move — Follow at distance 7, speed 1.0, Y+5 offset
    2. Shoot — Fire laser projectiles at target (only if within 20 blocks)
    3. DashdashCount1 dashes

    Phase 2: 4. Switch — Play switching animation 5. Hover Shoot — Fly above target (Y+5), rapid fire 6. Parallel Shoot — Fire while hovering at distance 7 7. Rapid Fire — Double shot count at quarter interval

    Combined:

    • TheTwins controller manages the combined boss bar (total HP of both)
    • When one dies, the other continues fighting
    • When both die, TheTwins dies and drops loot
    • No target: eyes drift toward each other

Skeletron Prime (机械骷髅王)

  • Attributes

    • Health: 10920
    • Armor: 6
    • Attack: 21
    • Arms: 4 (SkeletronPrimePart)
    • Resource Location: skeletron_prime
    • Boss Bar Color: Red
    • No Gravity: true
  • Spawn

    • Biome: any (夜晚)
    • Summoning Item: (not yet implemented)
  • Drops

    • (none defined)
  • Skill (AI Behavior)

    Behavior Tree with shared flag controller.

    Day Mode (Enraged):

    • Spin flag activated
    • +999 attack damage (one-hit kill)
    • Continuous charge at target at speed 2.0

    Night Mode (Normal):

    • Phase 1 (Approach): 200 ticks — hover toward target with LerpTrack physics, slow down on alignment
      • Uses SimpleTrack (π turn radius, 1.1 speed, 0.12 inertia, 2.5d drift, 0.3 lerp)
    • Phase 2 (Spin): activates spin flag — charge at speed 0.8 for 50 ticks
    • Continuous loop: approach → align → spin charge

    Movement Physics:

    • FlyingPathNavigation
    • LerpTrack: smooth movement with angle-based speed control

Plantera (世纪之花)

  • Attributes

    • Health: 10920
    • Armor: 36
    • Attack: 26
    • Move Speed: 0.1 / 0.2 / 0.2 (P1/P2/Enrage)
    • Acceleration: 0.1
    • Hook Range: 48, Hook Speed: 2
    • Spike Ball Interval: 22–14 (P1–Enrage), Speed 0.85, Damage 18–42
    • Seed Interval: 27–13, Speed 2.5, Damage 12–28
    • Spore Interval: 27–13, Speed 2.5, Damage 12–28
    • Tentacles: 8 (body) + 3 per hook × 3 hooks
    • XP: 2000
    • Boss Bar Color: Green
    • No Gravity: true
  • Spawn

    • Biome: Underground Jungle
    • Found naturally (Plantera's Bulb — not yet implemented as item)
  • Drops

    • (none defined)
  • Skill (AI Behavior)

    Four Goal-based AI components.

    1. Move Goal:

    • Accelerates toward target with limited speed
    • Hook pull: when hooks are grabbed onto blocks, tension pulls body toward hook
    • Each hook adds spring-like force when stretched beyond hook range

    2. Hook Goal:

    • Every 50 ticks: fires up to 3 hooks to find occluding blocks
    • Uses line-of-sight raycast with 18 search angles (45° sweep × rotation)
    • Cannot find block → enrage
    • Every 50 ticks: retracts the furthest grabbed hook if 3 are active

    3. Projectile Goal:

    • Phase 1 (100%–50% HP): fires Seeds and Spike Balls, rate increases as HP drops
    • Phase 2 (<50% HP): fires Spores only (homing), rate increases
    • Enrage: fires all three at maximum rate
    • Seed: direct fire toward target
    • Spike Ball: bounces on surfaces
    • Spore: homes toward target

    4. Tentacle Goal:

    • Phase 2 trigger: at 50% HP, spawns tentacleCountSelf tentacles on body and tentacleCountHook on each hook
    • Tentacles respawn after 5s × (alive tentacles + 1)

    Enrage: Player goes outside hook range (48 blocks) → 200 ticks enrage with max fire rate.


Prime Ender Dragon (世纪末影龙)

  • Attributes

    • Health: 4624
    • Armor: 20
    • Attack: 32
    • Turn Speed Base: 0.7
    • Turn Speed Inertia: 0.2
    • Boss Bar Color: Red
    • No Physics: true
    • Parts: Head, Body, Tail(×3), Wings(×2)
  • Spawn

    • Found naturally in The End
  • Drops

    • (none defined)
  • Skill (AI Behavior)

    Behavior Tree (BTBossTwoStageRoot) with DragonMovement physics.

    Movement:

    • DragonMovement: smooth flying with turn speed, inertia, and gravity control
    • Position buffer (64 frames) for tail/head interpolation

    Skills:

    1. Dash to Target — Continuously re-evaluate target position every 20 ticks, fly toward it
    2. Laser Attack — When aligned (angle < 30°) and close (distance < 20), fires laser from head dealing 5 magic damage + fire
      • Laser range scales with activation time (EASE_IN_QUAD curve)
    3. Land Sweep — 10% chance: find landing position, land for 50 ticks (sweep), take off
    4. Dragon Fireball — Fire EntityType.DRAGON_FIREBALL at target
    5. Random Stroll — Wander to random air position

    Damage:

    • Head: 100% damage
    • Body/Wings/Tail: 25% + min(damage, 1)
    • Always hurts by player or ALWAYS_HURTS_ENDER_DRAGONS damage type

Hill Of Flesh (血肉山)

  • Attributes

    • Health: 3824
    • Armor: 6
    • Attack: 1 (base)
    • Inner Radius: 14
    • Outer Radius: 75
    • Height: 100
    • Fire Pillar Damage: 14–25 (scales with difficulty)
    • Magic Damage Inner: 40, Outer: 40, Attach: 10
    • R summon Leeches: 5–8, Flesh Slimes: 5–8, Fire Pillars: 5–8
    • XP: 5000
    • Boss Bar Color: Red
  • Spawn

    • Dimension: Nether
    • Summoning Item: Guide Voodoo Doll (Hill) (guide_voodoo_doll_hill, max summon range 40/15)
      • Dropped by Voodoo Demon (20% chance)
      • Registered in TEBossSummonsItems.HILL_OF_FLESH_SUMMONS
  • Drops

    • Netherite Sword Staff — 100%
    • Flamarang — 100%
  • Skill (AI Behavior)

    Stationary circular wall structure with eyes and mouths.

    Structure:

    • 5 eyes + 5 mouths arranged on a ring
    • Expands outward over 30 seconds from spawn
    • Inner/outer radius determines damage zones

    Combat Goals:

    1. Summon Leech — Summons Leech worms (BaseWorm) that chase players, max summonLeechCount
    2. Summon Flesh Slime — Mouths spawn Flesh Slimes from each mouth position, max summonFleshSlimeCount
    3. Generate Fire Pillar — Creates Lava Pillar projectiles at player positions, max summonFirePillarCount
    4. Magic Damage — Deals magic damage to players in inner/outer ring zones

    Features:

    • Eyes track and target players
    • Mouths act as summoning points for Flesh Slimes
    • Breakable blocks in path are destroyed
    • Fire immune entity tag (FLESH_ALLIANCE) for friendly-fire prevention

Dungeon Guardian (地牢守卫)

  • Attributes

    • Health: 9999
    • Armor: 9999
    • Attack: 9999 (passes armor)
    • Speed: 0.8
    • Boss Bar: none (hidden)
    • No Gravity: true
  • Spawn

    • Structure: Dungeon
    • Trigger: Enter dungeon before defeating Skeletron
  • Drops

    • (none — invincible, not meant to be killed)
  • Skill (AI Behavior)

    Extends Skeletron's SpinGoal behavior.

    Combat:

    • Spin charge at target at speed 0.8
    • Always faces target
    • Attack passes armor (PASS_ARMOR damage type)
    • 50 tick attack delay between hits

    Persistence:

    • Despawns if no player within 100 blocks for 50 ticks
    • Does not save (regenerated each time)
    • Does not show boss bar or death message

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