CultTweaker

Custom enemies

Build an enemy on a vanilla enemy's AI, then change its health, scale, skin, boss bar and any number on its controller.

Enemies live in BepInEx > plugins > CultTweaker > CustomEnemies, one folder each, with a config.json.

The AI is a vanilla enemy's. An enemy here names one of the game's own enemy prefabs to mimic and keeps its brain wholesale - its states, attacks, animations and death - then changes what can be changed from outside.

config.json

{
  "EnemyName": "Test Brute",
  "Mimic": "Assets/Prefabs/Enemies/DLC/Enemy Swordsman Wolf.prefab",
  "Health": 24,
  "Scale": 1.5,
  "BossHealthBar": true,
  "BossBarName": "THE BRUTE",
  "SkinName": "",
  "Tuning": {
    "maxSpeed": 0.075,
    "AttackWithinRange": 5.0,
    "MaintainTargetDistance": 3.0,
    "DoubleAttack": 1
  }
}

Fields

FieldTypeDefaultDescription
EnemyNamestringRequired. The name it is listed under in the map editor.
Mimicstringa batThe vanilla enemy prefab this one is built from, and whose AI it uses.
Healthnumber5Total HP.
Scalenumber1Multiplies the spawned enemy's size. A brute is the same enemy at 1.6.
SkinNamestringA skin on the skeleton - your own if the folder ships one, otherwise the mimic's.
BossHealthBarboolfalseShows the game's boss bar across the top of the screen while it is alive.
BossBarNamestringEnemyNameWhat that bar is labelled.
TuningobjectAny public field or property on the mimic's own controller, by name.
SkeletonPath, AtlasPath, TexturePaths, SkeletonScalestring / array / numberauto-discoveredSet only when the folder holds more than one Spine export.

Giving it your own art

Drop a Spine export (.json skeleton, .atlas, .png pages) in the folder to give it your own art. Without one it wears the mimic's skeleton, and SkinName then picks a skin off that.

Tuning

Tuning is where the behaviour lives. Every vanilla enemy exposes its numbers as public fields - EnemySwordsmanWolf alone has around fifty - so AttackWithinRange, MaintainTargetDistance, DoubleAttack, ChargeAndAttack, KnockbackModifier, Damage, plus maxSpeed and SpeedMultiplier on every enemy, are all reachable by name.

Values are numbers because a tuning table is numbers; a true/false field takes 0 or 1.

A name that does not exist on that enemy is reported in the log rather than ignored silently, so a typo is findable.

Placing them

Custom enemies appear in the map editor's enemy tool under Custom (mods), place like any other, and save into blueprints.

Mods and site by InfernoDragon0

Cult of the Lamb is a trademark of Massive Monster and Devolver Digital. This is an unofficial fan project.