
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:| Parameter | Description |
|---|---|
attackCooldownMin / attackCooldownMax | Range for the random delay between basic attacks. |
shieldBlockEnabled | Whether the style uses sustained shield guard (CAE ShieldBlock action). |
backoffEnabled | Whether the style retreats briefly after completing an attack chain. |
retreatEnabled | Whether the style retreats when health drops below a threshold. |
reengageEnabled | Whether the style automatically re-engages after retreating. |
strafeEnabled | Whether the style strafes around the target between attacks. |
observeEnabled | Whether grouped elites pause to observe before joining combat (CAE GroupObserve). |
flankingEnabled | Whether the style attempts to position behind the target (T5 only for most styles). |
Tier Behavior

Toggle Grid
A 5-column (T1 - T5) by 5-row grid of ON/OFF toggles:| Behavior | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| Shield Block | OFF | ON | ON | ON | ON |
| BackOff | OFF | ON | ON | ON | ON |
| Health Retreat | OFF | OFF | ON | ON | ON |
| Group Observe | OFF | OFF | ON | ON | ON |
| Flanking | OFF | OFF | OFF | OFF | ON |
Tier Detail Parameters
Clicking a tier row expands a detail panel with tunable parameters:| Parameter | Description | Example (T3) |
|---|---|---|
guardChargeFor | How long the mob holds its shield guard before releasing. | 3.5s |
guardCooldown | Minimum time between guard actions. | 6.0s |
retreatHealthThreshold | Health percentage below which the mob retreats. | 0.35 |
retreatDuration | How long the mob retreats before re-engaging. | 3.0s |
movementSpeedMultiplier | Movement speed modifier during combat. | 1.0 |
backoffDistance | How far the mob backs away after an attack chain. | 3.0 |
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:| Slot | Description | Example |
|---|---|---|
| Swing Sound | Played on every swing. | SFX_Sword_T1_Swing |
| Impact Sound | Played on successful hit only (in the damage template, not the swing). | SFX_Sword_T2_Impact |
| Weapon | Swing Sound | Impact Sound |
|---|---|---|
| Swords | SFX_Sword_T1_Swing | SFX_Sword_T2_Impact |
| Longswords | SFX_Sword_T1_Swing | SFX_Sword_T2_Impact |
| Daggers | SFX_Daggers_T1_Swing | SFX_Daggers_T2_Slash_Impact |
| Axes | SFX_Battleaxe_T1_Swing | SFX_Battleaxe_T1_Impact |
| Battleaxes | SFX_Battleaxe_T1_Swing | SFX_Battleaxe_T2_Impact |
| Maces | SFX_Mace_T1_Swing | SFX_Mace_T2_Impact |
| Clubs | SFX_Mace_T1_Swing | SFX_T1_Impact_Blunt |
| ClubsFlail | SFX_Mace_T1_Swing | SFX_T1_Impact_Blunt |
| Spears | SFX_Spear_Lunge | SFX_Spear_Impact |
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
| Parameter | Description |
|---|---|
maxRange | Maximum attack reach for this weapon type. Larger weapons have longer range. |
speedMultiplier | Attack speed modifier. Daggers are fastest, Battleaxes slowest. |
combat.yml fields.