EverambleGAME API / 1

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

NameTypeMeaning
aggro_mmPositiveDistanceA guard acquires a player this close.
Range: 1…2147483647; Unit: mm
alarm_mmPositiveDistanceAllies within this distance join the fight when it spots a player or is struck.
Range: 1…2147483647; Unit: mm
behaviorBehaviorIdBehavior 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}$; Reference: behavior
bossBossMarkMarks it as a boss: named on the world map while it lives, with a name plate over its head.
camp_healthPositiveHitPointsHealth of a camp guard of this kind before party scaling.
Range: 1…2147483647; Unit: hp
characterCharacterIdCharacter definition supplying body, stats and movement.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: character
chase_mmPositiveDistanceA guard keeps chasing a player this close.
Range: 1…2147483647; Unit: mm
factionContentIdSide 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_musicFightMusicFight piece its pursuit calls for.
fleeEnemyFlightFlight from the fight when hurt badly, with recovery and return.
guard_permillePermilleShare of frontal blows the guard blocks, in thousandths.
Range: 0…1000; Unit: permille
guard_series_permillePermilleAdded block share per blow of the striker's current series (blows in quick succession), in thousandths.
Range: 0…1000; Unit: permille
guard_ticksPositiveTicksHow long a raised guard holds; it blocks every frontal blow meanwhile.
Range: 1…2147483647; Unit: tick
healHealthUseItem it uses from its own inventory when hurt.
idContentIdPackage-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_mmPositiveDistanceA guard turns home beyond this distance from its post.
Range: 1…2147483647; Unit: mm
lifecycleTransientLifecycleCorpse lifetime; population rules decide any new spawn.
loadoutLoadoutInventory and held weapon; dropped at death except natural weapons.
lootLootIdAdditional items dropped at death.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: loot
nameTextKeyLocalization key for the displayed name.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: text
pursuitEnemyPursuitHow 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_reactionRangedReactionWhat it does when a shot or blow from afar strikes it: roll aside or charge the shooter.
rollsbooleanWhether it dodge-rolls away from a wielder about to strike.
soundsCreatureSoundsIts wind-up, pain, death and idle sounds.
stamina_per_secondCountStamina it regains per second (its character's maximum stamina caps it; attacks cost the stamina of their tool).
Range: 0…2147483647; Unit: count
steadybooleanWhether a hit leaves its wind-up unbroken.
xpPositiveCountExperience every player who helped defeat it gains: its killer and the players within 40 m.
Range: 1…2147483647; Unit: count