CONTENT CONTRACT · VERSION 1
EnemyDefinition
A hostile actor: its body, gear, loot and fighting tactic.
Signature
{ aggro_mm: PositiveDistance, alarm_mm: (PositiveDistance)?, behavior: (BehaviorId)?, boss: (BossMark)?, camp_health: PositiveHitPoints, character: CharacterId, chase_mm: PositiveDistance, faction: (ContentId)?, fight_music: FightMusic, flee: (EnemyFlight)?, guard_permille: Permille, guard_series_permille: Permille, guard_ticks: PositiveTicks, heal: (HealthUse)?, id: ContentId, leash_mm: PositiveDistance, lifecycle: TransientLifecycle, loadout: Loadout, loot: (LootId)?, name: TextKey, pursuit: (EnemyPursuit)?, ranged_reaction: (RangedReaction)?, rolls: boolean, sounds: CreatureSounds, stamina_per_second: Count, steady: boolean, xp: (PositiveCount)? }Fields
| Name | Type | Meaning |
|---|---|---|
aggro_mm | PositiveDistance | A guard acquires a player this close. Range: 1…2147483647; Unit: mm |
alarm_mm | PositiveDistance | Allies within this distance join the fight when it spots a player or is struck. Range: 1…2147483647; Unit: mm |
behavior | BehaviorId | Behavior graph the engine runs for it instead of the standard enemy tactic. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: behavior |
boss | BossMark | Marks it as a boss: named on the world map while it lives, with a name plate over its head. |
camp_health | PositiveHitPoints | Health of a camp guard of this kind before party scaling. Range: 1…2147483647; Unit: hp |
character | CharacterId | Character definition supplying body, stats and movement. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: character |
chase_mm | PositiveDistance | A guard keeps chasing a player this close. Range: 1…2147483647; Unit: mm |
faction | ContentId | Side it fights on: only enemies of the same faction answer its alarm. Absent: its own kind only. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$ |
fight_music | FightMusic | Fight piece its pursuit calls for. |
flee | EnemyFlight | Flight from the fight when hurt badly, with recovery and return. |
guard_permille | Permille | Share of frontal blows the guard blocks, in thousandths. Range: 0…1000; Unit: permille |
guard_series_permille | Permille | Added block share per blow of the striker's current series (blows in quick succession), in thousandths. Range: 0…1000; Unit: permille |
guard_ticks | PositiveTicks | How long a raised guard holds; it blocks every frontal blow meanwhile. Range: 1…2147483647; Unit: tick |
heal | HealthUse | Item it uses from its own inventory when hurt. |
id | ContentId | Package-qualified identity; unique within its declaring namespace. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$ |
leash_mm | PositiveDistance | A guard turns home beyond this distance from its post. Range: 1…2147483647; Unit: mm |
lifecycle | TransientLifecycle | Corpse lifetime; population rules decide any new spawn. |
loadout | Loadout | Inventory and held weapon; dropped at death except natural weapons. |
loot | LootId | Additional items dropped at death. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: loot |
name | TextKey | Localization key for the displayed name. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: text |
pursuit | EnemyPursuit | How a guard's leash holds in a fight and how it returns home: a guard in a fight chases further, one that turns back escapes unhurt and heals at home. Absent: the plain leash. |
ranged_reaction | RangedReaction | What it does when a shot or blow from afar strikes it: roll aside or charge the shooter. |
rolls | boolean | Whether it dodge-rolls away from a wielder about to strike. |
sounds | CreatureSounds | Its wind-up, pain, death and idle sounds. |
stamina_per_second | Count | Stamina it regains per second (its character's maximum stamina caps it; attacks cost the stamina of their tool). Range: 0…2147483647; Unit: count |
steady | boolean | Whether a hit leaves its wind-up unbroken. |
xp | PositiveCount | Experience every player who helped defeat it gains: its killer and the players within 40 m. Range: 1…2147483647; Unit: count |