NPC · Core definition
Template Intelligent
Abstract
Template_IntelligentParameters76
Derived NPCs58
NPCs based on this definition
- Dungeon Scarak Fighter
- Dungeon Skeleton Sand Archer
- Dungeon Skeleton Sand Assassin
- Dungeon Skeleton Sand Mage
- Dungeon Skeleton Sand Soldier
- Goblin Duke
- Golem Crystal Earth
- Golem Crystal Flame
- Golem Crystal Frost
- Golem Crystal Sand
- Golem Crystal Thunder
- Golem Firesteel
- Hedera
- Klops Gentleman
- Klops Miner
- Scarak Fighter
- Scarak Fighter Royal Guard
- Skeleton
- Skeleton Archer
- Skeleton Archmage
- Skeleton Burnt Alchemist
- Skeleton Burnt Archer
- Skeleton Burnt Gunner
- Skeleton Burnt Knight
- Skeleton Burnt Lancer
- Skeleton Burnt Praetorian
- Skeleton Burnt Soldier
- Skeleton Burnt Wizard
- Skeleton Fighter
- Skeleton Frost Archer
- Skeleton Frost Archmage
- Skeleton Frost Fighter
- Skeleton Frost Knight
- Skeleton Frost Mage
- Skeleton Frost Ranger
- Skeleton Frost Scout
- Skeleton Frost Soldier
- Skeleton Incandescent Fighter
- Skeleton Incandescent Footman
- Skeleton Incandescent Mage
- Skeleton Knight
- Skeleton Mage
- Skeleton Pirate Captain
- Skeleton Pirate Gunner
- Skeleton Pirate Striker
- Skeleton Ranger
- Skeleton Sand Archer
- Skeleton Sand Archmage
- Skeleton Sand Assassin
- Skeleton Sand Guard
- Skeleton Sand Mage
- Skeleton Sand Ranger
- Skeleton Sand Scout
- Skeleton Sand Soldier
- Skeleton Scout
- Skeleton Soldier
- Spawn Void
- Wraith
Parameters
| Parameter | Value | Description |
|---|---|---|
Appearance | Trork_Hunter | Model to be used. |
ApplySeparation | true | When set to false, NPCs wont try to avoid each other or player, it can lead to them stacking together, but can help to avoid jerky-like movemenet in enclosed space. |
WanderRadius | 15 | General wander radius for idle wander and wander on the break. |
ViewRange | 15 | The range from which the target will be seen. If zero, sight will be disabled. |
ViewSector | 180 | The view sector within which the target needs to be to be seen. |
HearingRange | 8 | The range from which the target will be heard. If zero, hearing will be disabled. |
AbsoluteDetectionRange | 2 | The range at which a target is guaranteed to be detected. If zero, abosulte detection will be disabled. |
ChanceToBeAlertedWhenReceivingCallForHelp | 70 | Percentage chance to engage in combat if another intelligent NPC engages a target. |
AlertedRange | 45 | A range within which the player can be seen/sensed when the NPC is alerted to their presence. Should be equal or lower than LeashDistance. |
AlertedTime | [1,2] | How long to wait in an alerted state before switching to active combat. |
DropList | Empty | Drop Items |
MaxSpeed | 10 | Maximum walking speed |
RunThreshold | 0.3 | Relative speed at which run animation should be used. A value of 1 disables run animations |
WakingIdleBehaviorComponent | Component_Instruction_Waking_Idle | The component used for waking idle behavior. |
DayFlavorAnimation | A flavor animation to play during the day. Ignored if null or empty. | |
DayFlavorAnimationLength | [3,5] | How long to play the daytime flavor animation. |
Patrol | false | Whether or not this NPC will patrol during its waking hours, either alone or as part of a group. |
PatrolPathName | The specific name of the patrol path to follow. If left empty will follow any patrol path. | |
FollowPatrolPath | false | Whether this NPC will follow patrol paths at all. |
PatrolWanderDistance | 25 | How far to wander when patrolling and not following a path before taking a break. |
Weapons | ["Weapon_Sword_Iron"] | NPC Weapons (and other main hand items). |
DefaultHotbarSlot | 0 | Default hotbar slot to equip (i.e. weapon). |
RandomIdleHotbarSlot | -1 | A hotbar slot that will randomly be held during idle behavior. -1 to disable. |
ChanceToEquipFromIdleHotbarSlot | 5 | Between 0 and 100, a chance to equip the item during idle behavior INSTEAD of wander or any other idle behavior. TODO: make it a continue? prevent it from hitting 100 all the time? |
OffHand | ["Furniture_Crude_Torch"] | Off-hand items. |
DefaultOffHandSlot | -1 | Default off-hand item slot. -1 for nothing. |
NighttimeOffhandSlot | 0 | OffHand slot to set during night. -1 for nothing. |
WakingPeriod | [6.01,17.99] | The hour range this NPC is awake for. Can be the full daytime for things that don't sleep. |
BedBlockSet | Trork_Bedroll | The block set designating bedrolls for this NPC. If empty, will sleep anywhere. |
LeashDistance | 45 | The range after which an NPC will start to want to return to their spawn point. |
LeashMinPlayerDistance | 4 | The minimum distance from the player before the NPC will be willing to give up on the chase. |
LeashTimer | [3,5] | How long the NPC must be more than the minimum distance form the player and too far from leash before giving up. |
HardLeashDistance | 200 | An absolute maximum from the the leash position the NPC can go before turning back. |
CombatMessageTargetGroups | [] | Which NPC type groups to alert when entering combat. |
InvestigateRange | 40 | Range within which an NPC is willing to investigate reports of an attack or other event. |
UseCombatActionEvaluator | false | Whether to use the Combat Action Evaluator via an accompanying CombatConfig. This completely replaces all other combat behavior but still uses movement properties such as strafe durations and move speeds. |
Attack | Root_NPC_Attack_Melee | The attack to use. |
AttackDistance | 2 | The distance at which an NPC will execute attacks |
DesiredAttackDistanceRange | [1.5,1.5] | The distance within which the NPC wants to be from its target while attacking. The max value should be lower than AttackDistance. |
AttackPauseRange | [1.5,2] | The range for absolute minimum time before an NPC can execute a second attack (or block). |
CombatRelativeTurnSpeed | 1.5 | Modifier that decides turn speed difference in combat. |
CombatBehaviorDistance | 5 | The distance within which to switch from smart chasing to combat-oriented movement behavior. |
CombatDirectWeight | 10 | Weight for the direct combat movement behavior (i.e. just going straight at the target, maintaining a close distance and attacking. Set to 0 to disable. |
CombatAlwaysMovingWeight | 0 | Weight for the combat movement behavior where the NPC will always charge at you while attacking. Set to 0 to disable. |
CombatStrafeWeight | 10 | Weight for the combat strafing movement behavior. Set to 0 to disable. |
CombatStrafingDurationRange | [1,1] | How long to strafe for when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0. |
CombatStrafingFrequencyRange | [2,2] | How frequently to strafe when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0. |
CombatAttackPreDelay | [0.2,0.2] | The time delay range before the NPC performs an attack, provided it's in attack range. |
CombatAttackPostDelay | [0.2,0.2] | The time delay range after the NPC performs an attack, provided it's in attack range. |
CombatBackOffAfterAttack | true | Whether to back off after performing an attack. |
CombatBackOffDistanceRange | [4,4] | How far to back off after performing an attack. Max should be lower than the CombatBehaviorDistance. |
CombatBackOffDurationRange | [2,3] | How long to back off for after performing an attack. |
BlockAbility | Shield_Block | The interaction to use for blocking when backing away. Set to empty to disable blocking. |
BlockProbability | 50 | The probability this NPC will block when backing away if a BlockAbility is set. |
CombatFleeIfTooCloseDistance | 0 | In combat, if the target gets within this distance for a certain amount of time, the NPC will attempt to flee to a safe distance instead of simply backing away. Set to 0 to disable behavior. |
AdditionalCombatBehaviorMacroElement | Component_Instruction_Null | An optional macro element for supplying more bespoke combat movement behavior. Weight for the behavior must be internally defined in the macro element. |
TargetSwitchTimer | [1,3] | Minimum time the NPC will be locked onto a single target before switching |
TargetRange | 2 | The distance the target needs to be within to maintain priority over other targets while in combat |
ChaseRelativeSpeed | 0.67 | Relative chasing speed when pursuing a target. |
CombatMovingRelativeSpeed | 0.6 | Relative speed to use during combat specific movement (e.g. to achieve slower strafing). |
CombatBackwardsRelativeSpeed | 0.3 | Relative speed to use during combat when backing away from target. |
AttitudeGroup | Empty | This NPC's attitude group. |
DefaultPlayerAttitude | Hostile | Default attitude towards players. |
FlockArray | [] | Array containing NPCs for this flock type. |
DisableDamageGroups | ["Self"] | Groups not to take damage from. |
MaxHealth | 100 | Max health for the NPC. |
ConfusedTimeRange | [1,2] | How long the NPC should act confused for when losing its target before beginning the search. While confused the NPC detection range is lowered. |
SearchTimeRange | [10,14] | How long the NPC should actively search for its lost target before giving up and going back to idle. |
DeathParticles | Effect_Death_Medium | The particle system that spawns when the NPC's corpse disappears. |
DropDeathItemsInstantly | false | Whether the NPC's drop list should be executed when the NPC dies. If set to false, items drop when the corpse disappears. |
DeathAnimationTime | 1.5 | The time it takes for this NPC's corpse to disappear. |
IsMemory | false | Defines if the NPC is a memory |
MemoriesCategory | Other | Defines the category of the memory |
MemoriesNameOverride | Overrides the memory name if set | |
BreathesInWater | false | Whether this NPC can breathe underwater. |
NameTranslationKey | server.npcRoles.Template.name | Translation key for NPC name display |
Identifiers and data source
| Entity id | Template_Intelligent |
|---|---|
| Name key | — |
| Source file | Server/NPC/Roles/_Core/Templates/Template_Intelligent.json |
| Component class | — |
Data source: HytaleDB snapshot 0.6.8-80059944 (Hytale 0.6.8), locale en-US. See data details.