
Combat Styles
Each combat style defines a distinct combat personality that controls attack timing, defensive behavior, and movement patterns. RPGMobs ships with 4 built-in styles. Any style can be assigned to any mob rule via the Combat Style selector.Disciplined
Steady, measured attacks with consistent timing and reliable defense.- Attack Cooldown: 1.0 - 2.0s
- Shield and guard usage at T2+
- Step back after attacks at T2+
- Health retreat at T3+
Berserker
Aggressive, fast-paced pressure with relentless attacks and little retreat.- Attack Cooldown: 0.4 - 0.8s
- Minimal guard usage
- Step back at T2+ (brief)
- Health retreat at T3+ (low threshold)
Tactical
Calculated approach with strafing, early retreats, and flanking at high tiers.- Attack Cooldown: 0.8 - 1.2s
- Shield and guard usage at T2+
- Step back after attacks at T2+
- Health retreat at T3+
- Flanking at T5
Chaotic
Unpredictable timing with random bursts of aggression and erratic movement.- Attack Cooldown: 0.3 - 2.0s
- Occasional guard usage
- BackOff at T2+
- Health retreat at T3+
Combat Style Parameters
Each style exposes the following parameters:Tier Behavior

Toggle Grid
A 5-column (T1 - T5) by 5-row grid of ON/OFF toggles:
These are the default values. Each cell can be toggled independently per world overlay.
Tier Detail Parameters
Clicking a tier row expands a detail panel with tunable parameters:Weapon Combat

Weapon Selector
A row of 9 clickable buttons selects the active weapon type. The editor below updates to show that weapon’s configuration.Attack Chain Editor
The attack chain defines the sequence of swing animations the NPC cycles through during basic attacks.- Animation Set - the Hytale animation set used for this weapon (e.g.,
Sword,Daggers,Battleaxe) - Swing Chain - ordered list of animation IDs (e.g.,
SwingLeft,SwingRight,SwingDown). Each entry can be reordered, added, or removed. - Chain Preview - text summary showing the full chain sequence
Sound Configuration
Each weapon has two sound slots:
The per-weapon sound mapping:
Trail & Particle Selection
Each weapon can have an optional weapon-attached trail during swings and a hit particle on impact. These are selected from the available Hytale asset IDs.Additional Weapon Parameters
YAML reference: See Combat for the underlying
combat.yml fields.