Creature template
Template Skeleton
Template
A reusable definition — 1 creature below builds on it.
Creatures based on this template
They inherit this definition and may override individual values.
Parameters
Tuning values this creature declares. Labels are plain-language versions of the game's parameter names, which stay underneath for reference.
| Parameter | Value | Description |
|---|---|---|
| Appearance | Skeleton | Model to be used. |
Attitude GroupAttitudeGroup | Skeleton | The attitude group of the NPC |
Max HealthMaxHealth | 45 | Max health for the NPC. |
Max SpeedMaxSpeed | 3 | Maximum walking speed |
Run ThresholdRunThreshold | 0.8 | Relative speed at which run animation should be used. A value of 1 disables run animations |
Apply SeparationApplySeparation | 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. |
Drop ListDropList | Skeleton | Drop Items |
Default Hotbar SlotDefaultHotbarSlot | 0 | The default hotbar slot of the NPC |
Wander RadiusWanderRadius | 5 | General wander radius for idle wander and wander on the break. |
View RangeViewRange | 15 | The range from which the target will be seen. If zero, sight will be disabled. |
View SectorViewSector | 180 | The view sector within which the target needs to be to be seen. |
Hearing RangeHearingRange | 8 | The range from which the target will be heard. If zero, hearing will be disabled. |
Absolute Detection RangeAbsoluteDetectionRange | 2 | The range at which a target is guaranteed to be detected. If zero, abosulte detection will be disabled. |
Idle Weight WalkIdleWeightWalk | 2 | The weight of the idle walk behavior |
Idle Weight AnimationIdleWeightAnimation | 0 | The weight of the idle animation behavior |
Idle Weight NothingIdleWeightNothing | 1 | The weight of the idle nothing behavior |
Alerted RangeAlertedRange | 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. |
Alerted TimeAlertedTime | 1, 2 | How long to wait in an alerted state before switching to active combat. |
| Attack | Root NPC Attack Melee | The attack to use. |
Attack DistanceAttackDistance | 2 | The distance at which an NPC will execute attacks |
Desired Attack Distance RangeDesiredAttackDistanceRange | 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. |
Attack Pause RangeAttackPauseRange | 1.5, 2 | The range for absolute minimum time before an NPC can execute a second attack (or block). |
Combat Relative Turn SpeedCombatRelativeTurnSpeed | 1.5 | Modifier that decides turn speed difference in combat. |
Combat Behavior DistanceCombatBehaviorDistance | 5 | The distance within which to switch from smart chasing to combat-oriented movement behavior. |
Combat Direct WeightCombatDirectWeight | 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. |
Combat Always Moving WeightCombatAlwaysMovingWeight | 0 | Weight for the combat movement behavior where the NPC will always charge at you while attacking. Set to 0 to disable. |
Combat Strafe WeightCombatStrafeWeight | 10 | Weight for the combat strafing movement behavior. Set to 0 to disable. |
Combat Strafing Duration RangeCombatStrafingDurationRange | 1, 1 | How long to strafe for when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0. |
Combat Strafing Frequency RangeCombatStrafingFrequencyRange | 2, 2 | How frequently to strafe when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0. |
Combat Attack Pre DelayCombatAttackPreDelay | 0.2, 0.2 | The time delay range before the NPC performs an attack, provided it's in attack range. |
Combat Attack Post DelayCombatAttackPostDelay | 0.2, 0.2 | The time delay range after the NPC performs an attack, provided it's in attack range. |
Combat Back Off After AttackCombatBackOffAfterAttack | true | Whether to back off after performing an attack. |
Combat Back Off Distance RangeCombatBackOffDistanceRange | 4, 4 | How far to back off after performing an attack. Max should be lower than the CombatBehaviorDistance. |
Combat Back Off Duration RangeCombatBackOffDurationRange | 2, 3 | How long to back off for after performing an attack. |
Block AbilityBlockAbility | Shield Block | The interaction to use for blocking when backing away. Set to empty to disable blocking. |
Block ProbabilityBlockProbability | 50 | The probability this NPC will block when backing away if a BlockAbility is set. |
Additional Combat Behavior Macro ElementAdditionalCombatBehaviorMacroElement | 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. |
Target Switch TimerTargetSwitchTimer | 1, 3 | Minimum time the NPC will be locked onto a single target before switching |
Target RangeTargetRange | 2 | The distance the target needs to be within to maintain priority over other targets while in combat |
Chase Relative SpeedChaseRelativeSpeed | 0.67 | Relative chasing speed when pursuing a target. |
Combat Moving Relative SpeedCombatMovingRelativeSpeed | 0.6 | Relative speed to use during combat specific movement (e.g. to achieve slower strafing). |
Combat Backwards Relative SpeedCombatBackwardsRelativeSpeed | 0.3 | Relative speed to use during combat when backing away from target. |
Confused Time RangeConfusedTimeRange | 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. |
Search Time RangeSearchTimeRange | 10, 14 | How long the NPC should actively search for its lost target before giving up and going back to idle. |
Death ParticlesDeathParticles | Effect Death Bones | The particle system that spawns when the NPC's corpse disappears. |
Drop Death Items InstantlyDropDeathItemsInstantly | false | Whether the NPC's drop list should be executed when the NPC dies. If set to false, items drop when the corpse disappears. |
Death Animation TimeDeathAnimationTime | 1.5 | The time it takes for this NPC's corpse to disappear. |
Is MemoryIsMemory | false | Defines if the NPC is a memory |
Memories CategoryMemoriesCategory | Other | Defines the category of the memory |
Memories Name OverrideMemoriesNameOverride | — | Overrides the memory name if set |
Name Translation KeyNameTranslationKey | Template Skeleton | Translation key for NPC name display |
Hit Interrupt EnabledHitInterruptEnabled | false | Whether hits can interrupt this NPC's melee attacks. |
Flinch AnimationFlinchAnimation | Hurt | The flinch animation from this NPC's model. |
Identifiers and data source
| Entity id | Template_Skeleton |
|---|---|
| Name key | — |
| Source file | Server/NPC/Roles/Undead/Skeleton/Templates/Template_Skeleton.json |
| Component class | — |
Data source: HytaleDB snapshot 0.7.3-8e1d7ab9 — Hytale Chapter 1 (0.7.3), locale en-US. See data details.