Soulslike Framework Docs
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      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  1. Components / Managers
  2. AI-Only Components

AI Boss Manager

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Last updated 3 months ago

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The AI Boss Manager (AC_AI_Boss) component is designed for handling advanced boss behavior, allowing for dynamic phase transitions based on various conditions, such as health thresholds or custom triggers. It extends upon the standard AI Combat Manager, overriding its Ability system to support phase-based Ability sets, cinematic transitions, and boss-specific mechanics. This ensures that boss encounters feel more engaging and responsive to the player's actions.

It is added to the Soulslike Boss (B_Soulslike_Boss) class by default.

How It Works

  • Phase Management

    • The component listens for stat updates and evaluates whether a phase transition should be triggered based on a predefined condition (e.g., health dropping below a threshold).

    • If a phase transition is required, it sets the new phase and updates the boss’s ability set accordingly.

    • It supports playing a cinematic sequence, music, or an animation montage before resuming combat.

  • Event Bindings & Damage Handling

    • It binds to OnStatUpdated events to track changes in stats that may trigger a phase change.

    • Additionally, it listens for OnDeath, ensuring that once a boss is defeated, necessary actions such as unlocking doors, playing a final death cinematic, or displaying a "Boss Defeated" message are executed.

  • Ability Overrides

    • Dynamically overrides abilities at each phase, replacing the boss's current ability set with a new one appropriate for the given phase.

    • This allows bosses to change their combat behavior as the fight progresses, introducing new mechanics, attack patterns, or defensive maneuvers.

  • Death Handling

    • Upon death, it marks the fight as inactive and attempts to play a death sequence.

    • If applicable, nearby boss doors will be unlocked.

    • A delayed screen message (e.g, "Boss Defeated") can be displayed after a configurable delay.

Example Usage