combat.yml controls the CombatActionEvaluator (CAE) combat system that drives elite basic attacks, guarding, retreat, and movement AI. The CAE is Hytale’s native combat evaluation system - RPGMobs generates per-style, per-tier, and per-weapon CAE configs at runtime from these settings.
How CAE Combat Works
Instead of a code-side state machine, RPGMobs uses Hytale’s built-in CombatActionEvaluator to handle:- Basic attacks - per-weapon swing chains with correct animations and sounds
- Sustained guard - shield blocking on recent sustained damage (T2+)
- BackOff - brief retreat after completing an attack chain (T2+)
- Health retreat - fleeing when health drops below a threshold (T3+)
- Group observe - pausing before joining group combat (T3+)
- Flanking - positioning behind the target (T5 only for most styles)
setCurrentInteraction() to fire reactive guard interactions.
Combat Styles
ThefactionStyles map defines combat personality profiles. Despite the legacy name, styles are not faction-bound - any mob rule can reference any combat style to control its attack timing and defensive behavior.
Tier Behaviors
ThetierBehaviors list defines which CAE actions are unlocked at each tier. Index 0 = T1, index 4 = T5.
Weapon Parameters
TheweaponParams map defines per-weapon basic attack configuration. Each entry controls the attack chain, sounds, and combat reach for one weapon type.
Default Weapon Configurations
Parry System
The code-side reactive parry system is not configurable viacombat.yml - it is hardcoded with per-tier chances and per-weapon delays. The parry system detects player attacks via RPGMobsPlayerAttackDetectionSystem and fires guard interactions through CombatActionEvaluator.setCurrentInteraction().
Per-weapon parry delay (based on the player’s weapon wind-up time): Daggers 1 tick, Swords 2, Spears 5, Battleaxes 7, Maces 10.