Template Intelligent

NPC · Core definition

Template Intelligent

AbstractTemplate_Intelligent
Parameters76
Derived NPCs58

NPCs based on this definition

Parameters

ParameterValueDescription
AppearanceTrork_HunterModel to be used.
ApplySeparationtrueWhen 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.
WanderRadius15General wander radius for idle wander and wander on the break.
ViewRange15The range from which the target will be seen. If zero, sight will be disabled.
ViewSector180The view sector within which the target needs to be to be seen.
HearingRange8The range from which the target will be heard. If zero, hearing will be disabled.
AbsoluteDetectionRange2The range at which a target is guaranteed to be detected. If zero, abosulte detection will be disabled.
ChanceToBeAlertedWhenReceivingCallForHelp70Percentage chance to engage in combat if another intelligent NPC engages a target.
AlertedRange45A 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.
DropListEmptyDrop Items
MaxSpeed10Maximum walking speed
RunThreshold0.3Relative speed at which run animation should be used. A value of 1 disables run animations
WakingIdleBehaviorComponentComponent_Instruction_Waking_IdleThe component used for waking idle behavior.
DayFlavorAnimationA flavor animation to play during the day. Ignored if null or empty.
DayFlavorAnimationLength[3,5]How long to play the daytime flavor animation.
PatrolfalseWhether or not this NPC will patrol during its waking hours, either alone or as part of a group.
PatrolPathNameThe specific name of the patrol path to follow. If left empty will follow any patrol path.
FollowPatrolPathfalseWhether this NPC will follow patrol paths at all.
PatrolWanderDistance25How 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).
DefaultHotbarSlot0Default hotbar slot to equip (i.e. weapon).
RandomIdleHotbarSlot-1A hotbar slot that will randomly be held during idle behavior. -1 to disable.
ChanceToEquipFromIdleHotbarSlot5Between 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-1Default off-hand item slot. -1 for nothing.
NighttimeOffhandSlot0OffHand 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.
BedBlockSetTrork_BedrollThe block set designating bedrolls for this NPC. If empty, will sleep anywhere.
LeashDistance45The range after which an NPC will start to want to return to their spawn point.
LeashMinPlayerDistance4The 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.
HardLeashDistance200An absolute maximum from the the leash position the NPC can go before turning back.
CombatMessageTargetGroups[]Which NPC type groups to alert when entering combat.
InvestigateRange40Range within which an NPC is willing to investigate reports of an attack or other event.
UseCombatActionEvaluatorfalseWhether 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.
AttackRoot_NPC_Attack_MeleeThe attack to use.
AttackDistance2The 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).
CombatRelativeTurnSpeed1.5Modifier that decides turn speed difference in combat.
CombatBehaviorDistance5The distance within which to switch from smart chasing to combat-oriented movement behavior.
CombatDirectWeight10Weight 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.
CombatAlwaysMovingWeight0Weight for the combat movement behavior where the NPC will always charge at you while attacking. Set to 0 to disable.
CombatStrafeWeight10Weight 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.
CombatBackOffAfterAttacktrueWhether 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.
BlockAbilityShield_BlockThe interaction to use for blocking when backing away. Set to empty to disable blocking.
BlockProbability50The probability this NPC will block when backing away if a BlockAbility is set.
CombatFleeIfTooCloseDistance0In 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.
AdditionalCombatBehaviorMacroElementComponent_Instruction_NullAn 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
TargetRange2The distance the target needs to be within to maintain priority over other targets while in combat
ChaseRelativeSpeed0.67Relative chasing speed when pursuing a target.
CombatMovingRelativeSpeed0.6Relative speed to use during combat specific movement (e.g. to achieve slower strafing).
CombatBackwardsRelativeSpeed0.3Relative speed to use during combat when backing away from target.
AttitudeGroupEmptyThis NPC's attitude group.
DefaultPlayerAttitudeHostileDefault attitude towards players.
FlockArray[]Array containing NPCs for this flock type.
DisableDamageGroups["Self"]Groups not to take damage from.
MaxHealth100Max 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.
DeathParticlesEffect_Death_MediumThe particle system that spawns when the NPC's corpse disappears.
DropDeathItemsInstantlyfalseWhether the NPC's drop list should be executed when the NPC dies. If set to false, items drop when the corpse disappears.
DeathAnimationTime1.5The time it takes for this NPC's corpse to disappear.
IsMemoryfalseDefines if the NPC is a memory
MemoriesCategoryOtherDefines the category of the memory
MemoriesNameOverrideOverrides the memory name if set
BreathesInWaterfalseWhether this NPC can breathe underwater.
NameTranslationKeyserver.npcRoles.Template.nameTranslation key for NPC name display
Identifiers and data source
Entity idTemplate_Intelligent
Name key—
Source fileServer/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.