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The Combat AI tab provides editors for the CombatActionEvaluator (CAE) system that drives elite melee and ranged combat behavior. It is divided into 3 sub-tabs: Combat Styles, Tier Behavior, and Weapon Combat. Combat AI - Combat Styles

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

Combat AI - Tier Behavior Per-tier behavior escalation controls which CAE actions are available at each tier. Higher tiers unlock more sophisticated combat behaviors.

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

Combat AI - Weapon Combat The Weapon Combat sub-tab provides per-weapon attack chain editing. Each of the 9 weapon types (Swords, Longswords, Daggers, Axes, Battleaxes, Maces, Clubs, ClubsFlail, Spears) has its own configuration section.

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
Default chains use left-right alternating patterns for most weapons. Axes and Battleaxes include directional variety (SwingDownLeft, SwingDownRight).

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.