Soulslike Framework Docs
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  • Components / Managers
    • Player Specific Components
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      • Action Manager
      • Combat Manager
      • Interaction Manager
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      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
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      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • 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

PreviousAI Combat ManagerNextUsing Motion Warping

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 , 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

AI Combat Manager