Hytale Asset ReferenceUnofficial
Versions / 0.6.0-pre.3 / NPC / Roles / _Core / Templates / Template_Summoned_Ally.json

Template_Summoned_Ally

Server/NPC/Roles/_Core/Templates/Template_Summoned_Ally.json, 36.4 KB

Fields

FieldType
Typestring
StartStatestring
Parametersobject
IsMemoryboolean
BreathesInWaterobject
Appearanceobject
DisableDamageGroupsobject
DisableDamageFlockboolean
HotbarItemsobject
HotbarSizenumber
OffHandItemsobject
DefaultOffHandSlotobject
OffHandSlotsnumber
DefaultNPCAttitudestring
DefaultPlayerAttitudestring
FlockSpawnTypesobject
FlockAllowedNPCobject
ApplySeparationobject
SeparationDistancenumber
SeparationWeightnumber
SeparationDistanceTargetnumber
SeparationNearRadiusTargetnumber
SeparationFarRadiusTargetnumber
BusyStatesarray[2]
KnockbackScalenumber
DeathParticlesobject
DropDeathItemsInstantlyobject
DeathAnimationTimeobject
MotionControllerListarray[1]
StateTransitionsarray[2]
MaxHealthobject
InteractionVarsobject
Instructionsarray[2]
NameTranslationKeyobject

Source

{
  "Type": "Abstract",
  "StartState": "Idle",
  "Parameters": {
    "Appearance": {
      "Value": "Trork_Hunter",
      "Description": "Model to be used."
    },
    "ApplySeparation": {
      "Value": true,
      "Description": "When set to false, NPCs wont try to avoid each other or player, it can lead to them stacking together, but can help to avoid jerky-like movemenet in enclosed space."
    },
    "ViewRange": {
      "Value": 15,
      "Description": "The range from which the target will be seen. If zero, sight will be disabled."
    },
    "ViewSector": {
      "Value": 180,
      "Description": "The view sector within which the target needs to be to be seen."
    },
    "HearingRange": {
      "Value": 8,
      "Description": "The range from which the target will be heard. If zero, hearing will be disabled."
    },
    "AbsoluteDetectionRange": {
      "Value": 2,
      "Description": "The range at which a target is guaranteed to be detected. If zero, abosulte detection will be disabled."
    },
    "AlertedRange": {
      "Value": 30,
      "Description": "A range within which the player can be seen/sensed when the NPC is alerted to their presence"
    },
    "MaxSpeed": {
      "Value": 10,
      "Description": "Maximum walking speed"
    },
    "MaxClimbHeight": {
      "Value": 3,
      "Description": "Max climb height"
    },
    "MaxDropHeight": {
      "Value": 5,
      "Description": "Max drop height"
    },
    "RunThreshold": {
      "Value": 0.3,
      "Description": "Relative speed at which run animation should be used. A value of 1 disables run animations"
    },
    "Weapons": {
      "Value": [ "Weapon_Sword_Iron" ],
      "Description": "NPC Weapons (and other main hand items)."
    },
    "DefaultHotbarSlot": {
      "Value": 0,
      "Description": "Default hotbar slot to equip (i.e. weapon)."
    },
    "OffHand": {
      "Value": [ "Furniture_Crude_Torch" ],
      "Description": "Off-hand items.",
      "TypeHint": "String"
    },
    "DefaultOffHandSlot": {
      "Value": -1,
      "Description": "Default off-hand item slot. -1 for nothing."
    },
    "UseCombatActionEvaluator": {
      "Value": false,
      "Description": "Whether to use the Combat Action Evaluator via an accompanying CombatConfig. This completely replaces all other combat behavior but still uses movement properties such as strafe durations and move speeds."
    },
    "Attack": {
      "Value": "Root_NPC_Attack_Melee",
      "Description": "The attack to use."
    },
    "AttackDistance": {
      "Value": 2,
      "Description": "The distance at which an NPC will execute attacks"
    },
    "DesiredAttackDistanceRange": {
      "Value": [ 1.5, 1.5 ],
      "Description": "The distance within which the NPC wants to be from its target while attacking. The max value should be lower than AttackDistance."
    },
    "AttackPauseRange": {
      "Value": [ 1.5, 2 ],
      "Description": "The range for absolute minimum time before an NPC can execute a second attack (or block)."
    },
    "CombatRelativeTurnSpeed": {
      "Value": 1.5,
      "Description": "Modifier that decides turn speed difference in combat."
    },
    "CombatBehaviorDistance": {
      "Value": 5,
      "Description": "The distance within which to switch from smart chasing to combat-oriented movement behavior."
    },
    "CombatDirectWeight": {
      "Value": 10,
      "Description": "Weight for the direct combat movement behavior (i.e. just going straight at the target, maintaining a close distance and attacking. Set to 0 to disable."
    },
    "CombatAlwaysMovingWeight": {
      "Value": 0,
      "Description": "Weight for the combat movement behavior where the NPC will always charge at you while attacking. Set to 0 to disable."
    },
    "CombatStrafeWeight": {
      "Value": 10,
      "Description": "Weight for the combat strafing movement behavior. Set to 0 to disable."
    },
    "CombatStrafingDurationRange": {
      "Value": [ 1, 1 ],
      "Description": "How long to strafe for when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0."
    },
    "CombatStrafingFrequencyRange": {
      "Value": [ 2, 2 ],
      "Description": "How frequently to strafe when in the combat strafing movement behavior. Only applies if CombatStrafeWeight is greater than 0."
    },
    "CombatAttackPreDelay": {
      "Value": [ 0.2, 0.2 ],
      "Description": "The time delay range before the NPC performs an attack, provided it's in attack range."
    },
    "CombatAttackPostDelay": {
      "Value": [ 0.2, 0.2 ],
      "Description": "The time delay range after the NPC performs an attack, provided it's in attack range."
    },
    "CombatBackOffAfterAttack": {
      "Value": true,
      "Description": "Whether to back off after performing an attack."
    },
    "CombatBackOffDistanceRange": {
      "Value": [ 4, 4 ],
      "Description": "How far to back off after performing an attack. Max should be lower than the CombatBehaviorDistance."
    },
    "CombatBackOffDurationRange": {
      "Value": [ 2, 3 ],
      "Description": "How long to back off for after performing an attack."
    },
    "BlockAbility": {
      "Value": "Shield_Block",
      "Description": "The interaction to use for blocking when backing away. Set to empty to disable blocking."
    },
    "BlockProbability": {
      "Value": 50,
      "Description": "The probability this NPC will block when backing away if a BlockAbility is set."
    },
    "CombatFleeIfTooCloseDistance": {
      "Value": 0,
      "Description": "In combat, if the target gets within this distance for a certain amount of time, the NPC will attempt to flee to a safe distance instead of simply backing away. Set to 0 to disable behavior."
    },
    "AdditionalCombatBehaviorMacroElement": {
      "Value": "Component_Instruction_Null",
      "Description": "An optional macro element for supplying more bespoke combat movement behavior. Weight for the behavior must be internally defined in the macro element."
    },
    "TargetSwitchTimer": {
      "Value": [ 2, 2 ],
      "Description": "Minimum time the NPC will be locked onto a single target before switching"
    },
    "TargetRange": {
      "Value": 4,
      "Description": "The distance the target needs to be within to maintain priority over other targets while in combat"
    },
    "ChaseRelativeSpeed": {
      "Value": 0.67,
      "Description": "Relative chasing speed when pursuing a target."
    },
    "CombatMovingRelativeSpeed": {
      "Value": 0.6,
      "Description": "Relative speed to use during combat specific movement (e.g. to achieve slower strafing)."
    },
    "CombatBackwardsRelativeSpeed": {
      "Value": 0.3,
      "Description": "Relative speed to use during combat when backing away from target."
    },
    "AimingHitProbability": {
      "Value": 0.9,
      "Description": "Hit probability when aiming. Mostly affects ranged attacks."
    },
    "AimingSpread": {
      "Value": 0,
      "Description": "Spread when aiming. Mostly affects ranged attacks."
    },
    "FlockArray": {
      "Value": [ ],
      "TypeHint": "String",
      "Description": "Array containing NPCs for this flock type."
    },
    "DisableDamageGroups": {
      "Value": [ "Self" ],
      "Description": "Groups not to take damage from."
    },
    "MaxHealth": {
      "Value": 100,
      "Description": "Max health for the NPC."
    },
    "BreathesInWater": {
      "Value": false,
      "Description": "Whether this NPC can breathe underwater."
    },
    "NameTranslationKey": {
      "Value": "server.npcRoles.Template.name",
      "Description": "Translation key for NPC name display"
    },
    "DespawnTimer": {
      "Value": 300,
      "Description": "How long the NPC will remain before it despawns in seconds."
    },
    "SummonerLeashRange": {
      "Value": 30,
      "Description": "How far away from the summoner the NPC is allowed to be while in combat before trying to return to the summoner's position."
    },
    "DeathParticles": {
      "Value": "Effect_Death_Medium",
      "Description": "The particle system that spawns when the NPC's corpse disappears."
    },
    "DropDeathItemsInstantly": {
      "Value": false,
      "Description": "Whether the NPC's drop list should be executed when the NPC dies. If set to false, items drop when the corpse disappears."
    },
    "DeathAnimationTime": {
      "Value": 1.5,
      "Description": "The time it takes for this NPC's corpse to disappear."
    }
  },
  "IsMemory": false,
  "BreathesInWater": { "Compute": "BreathesInWater" },
  "Appearance": { "Compute": "Appearance" },
  "DisableDamageGroups": { "Compute": "DisableDamageGroups" },
  "DisableDamageFlock": true,
  "HotbarItems": { "Compute": "Weapons" },
  "HotbarSize": 3,
  "OffHandItems": { "Compute": "OffHand" },
  "DefaultOffHandSlot": { "Compute": "DefaultOffHandSlot" },
  "OffHandSlots": 2,
  "DefaultNPCAttitude": "Ignore",
  "DefaultPlayerAttitude": "Ignore",
  "FlockSpawnTypes": { "Compute": "FlockArray" },
  "FlockAllowedNPC": { "Compute": "FlockArray" },
  "ApplySeparation": { "Compute": "ApplySeparation" },
  "SeparationDistance": 2,
  "SeparationWeight": 1,
  "SeparationDistanceTarget": 0.5,
  "SeparationNearRadiusTarget": 2,
  "SeparationFarRadiusTarget": 7,
  "BusyStates": [ "Idle", "Combat" ],
  "KnockbackScale": 0.5,
  "DeathParticles": { "Compute": "DeathParticles" },
  "DropDeathItemsInstantly": { "Compute": "DropDeathItemsInstantly" },
  "DeathAnimationTime": { "Compute": "DeathAnimationTime" },
  "MotionControllerList": [
    {
      "Type": "Walk",
      "MaxWalkSpeed": { "Compute": "MaxSpeed" },
      "Gravity": 10,
      "RunThreshold": { "Compute": "RunThreshold" },
      "MaxFallSpeed": 15,
      "MaxRotationSpeed": 360,
      "Acceleration": 10,
      "MaxClimbHeight": { "Compute": "MaxClimbHeight" },
      "MaxDropHeight": { "Compute": "MaxDropHeight" }
    }
  ],
  "StateTransitions": [
    {
      "$Comment": "Always clear target and reset instructions when going back to idle.",
      "States": [
        {
          "To": [ "Idle" ],
          "From": [ ]
        }
      ],
      "Actions": [
        {
          "Type": "ReleaseTarget"
        },
        {
          "Type": "ResetInstructions"
        }
      ]
    },
    {
      "$Comment": "Always equip main weapon when going back to Idle or switching to combat.",
      "States": [
        {
          "To": [ "Idle", "Combat" ],
          "From": [ ]
        }
      ],
      "Actions": [
        {
          "Type": "Inventory",
          "Operation": "EquipHotbar",
          "UseTarget": false,
          "Slot": { "Compute": "DefaultHotbarSlot" }
        }
      ]
    }
  ],
  "MaxHealth": { "Compute": "MaxHealth" },
  "InteractionVars": {
    "Melee_Damage": {
      "Interactions": [
        {
          "$Comment": "When NPC overrides the InteractionVars, this info is not applicable anymore",
          "Parent": "NPC_Attack_Melee_Damage",
          "DamageCalculator": {
            "Type": "Absolute",
            "BaseDamage": {
              "Physical": 10
            },
            "RandomPercentageModifier": 0.1
          }
        }
      ]
    }
  },
  "Instructions": [
    {
      "Continue": true,
      "Instructions": [
        {
          "Continue": true,
          "Sensor": {
            "Type": "Any",
            "Once": true
          },
          "Actions": [
            {
              "Type": "TimerStart",
              "Name": "DespawnTimer",
              "StartValueRange": { "Compute": "makeRange(DespawnTimer)" },
              "RestartValueRange": { "Compute": "makeRange(DespawnTimer)" }
            }
          ]
        },
        {
          "Continue": true,
          "Sensor": {
            "Type": "Self",
            "Filters": [
              {
                "Type": "Flock",
                "FlockStatus": "NotMember"
              }
            ]
          },
          "Instructions": [
            {
              "Sensor": {
                "Type": "Player",
                "Range": 20
              },
              "Actions": [
                {
                  "Type": "JoinFlock",
                  "ForceJoin": true
                }
              ]
            }
          ]
        },
        {
          "Sensor": {
            "Type": "Or",
            "Sensors": [
              {
                "Type": "Timer",
                "Name": "DespawnTimer",
                "State": "Stopped"
              },
              {
                "Type": "Self",
                "Filters": [
                  {
                    "Type": "Flock",
                    "FlockPlayerStatus": "NotMember"
                  }
                ]
              }
            ]
          },
          "Actions": [
            {
              "Type": "Despawn"
            }
          ]
        },
        {
          "Continue": true,
          "Sensor": {
            "Type": "Or",
            "Sensors": [
              {
                "Type": "InflictedDamage",
                "Target": "FlockLeader"
              },
              {
                "Type": "FlockCombatDamage",
                "LeaderOnly": true
              }
            ]
          },
          "Actions": [
            {
              "Type": "OverrideAttitude",
              "Attitude": "Hostile",
              "Duration": 360
            }
          ]
        },
        {
          "$Comment": "Respond to damage taken by or dealt by the summoner as long as not already engaged with a target.",
          "Sensor": {
            "Type": "And",
            "Sensors": [
              {
                "Type": "Not",
                "Sensor": {
                  "Type": "Target",
                  "Range": { "Compute": "CombatBehaviorDistance" }
                }
              },
              {
                "Type": "Or",
                "Sensors": [
                  {
                    "Type": "InflictedDamage",
                    "Target": "FlockLeader"
                  },
                  {
                    "Type": "FlockCombatDamage",
                    "LeaderOnly": true
                  }
                ]
              }
            ]
          },
          "Actions": [
            {
              "Type": "SetMarkedTarget"
            },
            {
              "Type": "State",
              "State": "Combat"
            }
          ]
        }
      ]
    },
    {
      "Instructions": [
        {
          "Sensor": {
            "Type": "State",
            "State": "Idle"
          },
          "Instructions": [
            {
              "Reference": "Component_Instruction_Damage_Check",
              "Modify": {
                "_ExportStates": [ "Combat.Override", "Idle" ],
                "AlertedRange": { "Compute": "AlertedRange" }
              }
            },
            {
              "$Comment": "Follow the leader.",
              "Enabled": { "Compute": "!isEmptyStringArray(FlockArray)" },
              "Sensor": {
                "Type": "And",
                "Sensors": [
                  {
                    "Type": "FlockLeader"
                  },
                  {
                    "Type": "Self",
                    "Filters": [
                      {
                        "Type": "Flock",
                        "FlockStatus": "Follower"
                      }
                    ]
                  }
                ]
              },
              "HeadMotion": {
                "Type": "Watch"
              },
              "BodyMotion": {
                "Type": "Seek",
                "SlowDownDistance": 7,
                "StopDistance": 4
              }
            }
          ]
        },
        {
          "Enabled": { "Compute": "UseCombatActionEvaluator" },
          "$Comment": "Combat action evaluator logic. Replaces other combat state if enabled.",
          "Sensor": {
            "Type": "State",
            "State": "Combat"
          },
          "Instructions": [
            {
              "TreeMode": true,
              "Instructions": [
                {
                  "Continue": true,
                  "Sensor": {
                    "Type": "FlockLeader"
                  },
                  "Actions": [
                    {
                      "Type": "SetMarkedTarget",
                      "TargetSlot": "LeaderSlot"
                    }
                  ]
                },
                {
                  "Sensor": {
                    "Type": "Not",
                    "Sensor": {
                      "Type": "Target",
                      "TargetSlot": "LeaderSlot",
                      "Range": { "Compute": "SummonerLeashRange" }
                    }
                  },
                  "Actions": [
                    {
                      "Type": "State",
                      "State": "Idle"
                    }
                  ]
                }
              ]
            },
            {
              "Continue": true,
              "Sensor": {
                "Type": "State",
                "State": ".Override"
              },
              "Instructions": [
                {
                  "Continue": true,
                  "Sensor": {
                    "Type": "Target",
                    "Range": { "Compute": "AlertedRange" }
                  },
                  "Actions": [
                    {
                      "Type": "OverrideAttitude",
                      "Attitude": "Hostile",
                      "Duration": 360
                    }
                  ]
                },
                {
                  "Actions": [
                    {
                      "Type": "State",
                      "State": "Combat"
                    }
                  ]
                }
              ]
            },
            {
              "Sensor": {
                "Type": "Or",
                "Sensors": [
                  {
                    "Reference": "Component_Sensor_Standard_Detection",
                    "Modify": {
                      "ViewRange": { "Compute": "ViewRange" },
                      "ViewSector": { "Compute": "ViewSector" },
                      "HearingRange": { "Compute": "HearingRange" },
                      "AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
                      "Attitudes": [ "Hostile" ]
                    }
                  },
                  {
                    "Type": "HasHostileTargetMemory"
                  }
                ]
              },
              "Instructions": [
                {
                  "$Comment": "Store the CAE target in the regular marked target slot so it works with the leash and chase components.",
                  "Continue": true,
                  "Sensor": {
                    "Type": "Or",
                    "Sensors": [
                      {
                        "Type": "CombatActionEvaluator",
                        "TargetInRange": true
                      },
                      {
                        "Type": "CombatActionEvaluator",
                        "TargetInRange": false
                      }
                    ]
                  },
                  "Actions": [
                    {
                      "Type": "SetMarkedTarget"
                    }
                  ]
                },
                {
                  "Continue": true,
                  "Sensor": {
                    "Type": "Damage",
                    "Combat": true
                  },
                  "Actions": [
                    {
                      "Type": "AddToHostileTargetMemory"
                    }
                  ]
                },
                {
                  "TreeMode": true,
                  "Sensor": {
                    "Type": "Or",
                    "Sensors": [
                      {
                        "Type": "State",
                        "State": ".Melee",
                        "IgnoreMissingSetState": true
                      },
                      {
                        "Type": "State",
                        "State": ".Ranged",
                        "IgnoreMissingSetState": true
                      },
                      {
                        "Type": "State",
                        "State": ".Default"
                      }
                    ]
                  },
                  "Instructions": [
                    {
                      "Sensor": {
                        "Type": "CombatActionEvaluator",
                        "TargetInRange": true
                      },
                      "HeadMotion": {
                        "Type": "Aim",
                        "HitProbability": { "Compute": "AimingHitProbability" },
                        "Deflection": true,
                        "Spread": { "Compute": "AimingSpread" }
                      },
                      "BodyMotion": {
                        "Type": "MaintainDistance",
                        "DesiredDistanceRange": { "Compute": "DesiredAttackDistanceRange" },
                        "MoveThreshold": 0.2,
                        "RelativeForwardsSpeed": { "Compute": "CombatMovingRelativeSpeed" },
                        "RelativeBackwardsSpeed": { "Compute": "CombatBackwardsRelativeSpeed" }
                      },
                      "Actions": [
                        {
                          "Type": "CombatAbility"
                        }
                      ]
                    }
                  ]
                },
                {
                  "TreeMode": true,
                  "Sensor": {
                    "Type": "State",
                    "State": ".Strafe",
                    "IgnoreMissingSetState": true
                  },
                  "Instructions": [
                    {
                      "Sensor": {
                        "Type": "CombatActionEvaluator",
                        "TargetInRange": true
                      },
                      "HeadMotion": {
                        "Type": "Aim",
                        "HitProbability": { "Compute": "AimingHitProbability" },
                        "Deflection": true,
                        "Spread": { "Compute": "AimingSpread" }
                      },
                      "BodyMotion": {
                        "Type": "MaintainDistance",
                        "DesiredDistanceRange": { "Compute": "DesiredAttackDistanceRange" },
                        "MoveThreshold": 0.2,
                        "StrafingDurationRange": { "Compute": "CombatStrafingDurationRange" },
                        "StrafingFrequencyRange": { "Compute": "CombatStrafingFrequencyRange" },
                        "RelativeForwardsSpeed": { "Compute": "CombatMovingRelativeSpeed" },
                        "RelativeBackwardsSpeed": { "Compute": "CombatBackwardsRelativeSpeed" }
                      },
                      "Actions": [
                        {
                          "Type": "CombatAbility"
                        }
                      ]
                    }
                  ]
                },
                {
                  "Reference": "Component_Instruction_Intelligent_Chase",
                  "Modify": {
                    "_ExportStates": [ "Idle", "Idle", "Idle" ],
                    "ViewRange": { "Compute": "AlertedRange" },
                    "HearingRange": { "Compute": "HearingRange" },
                    "RelativeSpeed": { "Compute": "ChaseRelativeSpeed" }
                  }
                }
              ]
            },
            {
              "Actions": [
                {
                  "Type": "State",
                  "State": "Idle"
                }
              ]
            }
          ]
        },
        {
          "Enabled": { "Compute": "!UseCombatActionEvaluator" },
          "Sensor": {
            "Type": "State",
            "State": "Combat"
          },
          "Instructions": [
            {
              "TreeMode": true,
              "Instructions": [
                {
                  "Continue": true,
                  "Sensor": {
                    "Type": "FlockLeader"
                  },
                  "Actions": [
                    {
                      "Type": "SetMarkedTarget",
                      "TargetSlot": "LeaderSlot"
                    }
                  ]
                },
                {
                  "Sensor": {
                    "Type": "Not",
                    "Sensor": {
                      "Type": "Target",
                      "TargetSlot": "LeaderSlot",
                      "Range": { "Compute": "SummonerLeashRange" }
                    }
                  },
                  "Actions": [
                    {
                      "Type": "State",
                      "State": "Idle"
                    }
                  ]
                }
              ]
            },
            {
              "Continue": true,
              "Sensor": {
                "Type": "State",
                "State": ".Override"
              },
              "Instructions": [
                {
                  "Continue": true,
                  "Sensor": {
                    "Type": "Target",
                    "Range": { "Compute": "AlertedRange" }
                  },
                  "Actions": [
                    {
                      "Type": "OverrideAttitude",
                      "Attitude": "Hostile",
                      "Duration": 360
                    }
                  ]
                },
                {
                  "Actions": [
                    {
                      "Type": "State",
                      "State": "Combat"
                    }
                  ]
                }
              ]
            },
            {
              "Sensor": {
                "Type": "State",
                "State": ".Chase"
              },
              "Instructions": [
                {
                  "Sensor": {
                    "Type": "Target",
                    "Range": { "Compute": "AttackDistance" },
                    "Filters": [
                      {
                        "Type": "LineOfSight"
                      }
                    ]
                  },
                  "Actions": [
                    {
                      "Type": "State",
                      "State": ".Default"
                    }
                  ]
                },
                {
                  "Reference": "Component_Instruction_Intelligent_Chase",
                  "Modify": {
                    "_ExportStates": [ "Idle", "Idle", "Idle" ],
                    "ViewRange": { "Compute": "AlertedRange" },
                    "HearingRange": { "Compute": "HearingRange" },
                    "RelativeSpeed": { "Compute": "ChaseRelativeSpeed" }
                  }
                }
              ]
            },
            {
              "Reference": "Component_Instruction_Combat_Retreat",
              "Modify": {
                "CombatFleeIfTooCloseDistance": { "Compute": "CombatFleeIfTooCloseDistance" },
                "AttackDistance": { "Compute": "AttackDistance" }
              }
            },
            {
              "Reference": "Component_Instruction_Combat_Target_Swap",
              "Modify": {
                "TargetSwitchTimer": { "Compute": "TargetSwitchTimer" },
                "TargetRange": { "Compute": "TargetRange" }
              }
            },
            {
              "Continue": true,
              "Sensor": {
                "Type": "Target",
                "Range": { "Compute": "AttackDistance" },
                "Filters": [
                  {
                    "Type": "LineOfSight"
                  }
                ]
              },
              "ActionsBlocking": true,
              "Actions": [
                {
                  "$Comment": "TODO: Brief delay before attack so NPC can stop moving. Do we  need it?",
                  "Type": "Timeout",
                  "Delay": { "Compute": "CombatAttackPreDelay" }
                },
                {
                  "Type": "Attack",
                  "Attack": { "Compute": "Attack" },
                  "AttackPauseRange": { "Compute": "AttackPauseRange" }
                },
                {
                  "$Comment": "Brief delay to prevent the NPC potentially strafing/backing away and missing the shot.",
                  "Type": "Timeout",
                  "Delay": { "Compute": "CombatAttackPostDelay" }
                },
                {
                  "Type": "TimerStart",
                  "Name": "Combat_Back_Off",
                  "StartValueRange": { "Compute": "CombatBackOffDurationRange" },
                  "RestartValueRange": { "Compute": "CombatBackOffDurationRange" }
                },
                {
                  "Type": "TimerRestart",
                  "Name": "Combat_Back_Off"
                }
              ],
              "HeadMotion": {
                "Type": "Aim",
                "RelativeTurnSpeed": { "Compute": "CombatRelativeTurnSpeed" },
                "HitProbability": { "Compute": "AimingHitProbability" },
                "Deflection": true,
                "Spread": { "Compute": "AimingSpread" }
              }
            },
            {
              "Continue": true,
              "Sensor": {
                "Type": "And",
                "Sensors": [
                  {
                    "Type": "Not",
                    "Sensor": {
                      "Type": "Target",
                      "Range": { "Compute": "AttackDistance" }
                    }
                  },
                  {
                    "Type": "Or",
                    "Sensors": [
                      {
                        "Type": "Nav",
                        "NavStates": [ "Defer" ],
                        "ThrottleDuration": 3
                      },
                      {
                        "Type": "Target",
                        "Range": { "Compute": "CombatBehaviorDistance" },
                        "Filters": [
                          {
                            "Type": "Not",
                            "Filter": {
                              "Type": "HeightDifference",
                              "HeightDifference": [ -2, 2 ]
                            }
                          }
                        ]
                      }
                    ]
                  }
                ]
              },
              "ActionsBlocking": true,
              "Actions": [
                {
                  "Type": "Timeout",
                  "Delay": [ 5, 5 ]
                },
                {
                  "Type": "State",
                  "State": "Idle"
                }
              ]
            },
            {
              "Reference": "Component_Instruction_Combat_Back_Off",
              "Modify": {
                "TimerName": "Combat_Back_Off",
                "CombatBackOffAfterAttack": { "Compute": "CombatBackOffAfterAttack" },
                "CombatBackOffDistanceRange": { "Compute": "CombatBackOffDistanceRange" },
                "CombatBackOffDurationRange": { "Compute": "CombatBackOffDurationRange" },
                "BlockAbility": { "Compute": "BlockAbility" },
                "BlockProbability": { "Compute": "BlockProbability" },
                "CombatStrafingDurationRange": { "Compute": "CombatStrafingDurationRange" },
                "CombatStrafingFrequencyRange": { "Compute": "CombatStrafingFrequencyRange" },
                "CombatBehaviorDistance": { "Compute": "CombatBehaviorDistance" },
                "CombatMovingRelativeSpeed": { "Compute": "CombatMovingRelativeSpeed" }
              }
            },
            {
              "Sensor": {
                "Type": "And",
                "Sensors": [
                  {
                    "Type": "Target",
                    "Range": { "Compute": "CombatBehaviorDistance" }
                  },
                  {
                    "Type": "Eval",
                    "Expression": "blocked"
                  },
                  {
                    "Type": "Not",
                    "Sensor": {
                      "Type": "IsBackingAway"
                    }
                  }
                ]
              },
              "ActionsBlocking": true,
              "Actions": [
                {
                  "Type": "Timeout",
                  "Delay": [ 0.5, 0.5 ]
                },
                {
                  "Type": "State",
                  "State": ".Chase"
                }
              ]
            },
            {
              "$Comment": "Execute combat-oriented movement.",
              "Type": "Random",
              "ExecuteFor": [ 5, 5 ],
              "Sensor": {
                "Type": "Target",
                "Range": { "Compute": "CombatBehaviorDistance" }
              },
              "Instructions": [
                {
                  "$Comment": "Strafe around the target while fighting. - this strafes to a very short distance, changing it to maintain > attack distance will lead to npc never attacking",
                  "Enabled": { "Compute": "CombatStrafeWeight > 0" },
                  "Weight": { "Compute": "CombatStrafeWeight" },
                  "Sensor": {
                    "Type": "Target",
                    "Range": { "Compute": "CombatBehaviorDistance" }
                  },
                  "HeadMotion": {
                    "Type": "Watch"
                  },
                  "BodyMotion": {
                    "Type": "MaintainDistance",
                    "DesiredDistanceRange": { "Compute": "DesiredAttackDistanceRange" },
                    "StrafingDurationRange": { "Compute": "CombatStrafingDurationRange" },
                    "StrafingFrequencyRange": { "Compute": "CombatStrafingFrequencyRange" },
                    "RelativeForwardsSpeed": { "Compute": "CombatMovingRelativeSpeed" },
                    "RelativeBackwardsSpeed": { "Compute": "CombatBackwardsRelativeSpeed" }
                  }
                },
                {
                  "$Comment": "Attack the target without strafing.",
                  "Enabled": { "Compute": "CombatDirectWeight > 0" },
                  "Weight": { "Compute": "CombatDirectWeight" },
                  "Sensor": {
                    "Type": "Target",
                    "Range": { "Compute": "CombatBehaviorDistance" }
                  },
                  "BodyMotion": {
                    "Type": "MaintainDistance",
                    "DesiredDistanceRange": { "Compute": "DesiredAttackDistanceRange" },
                    "StrafingDurationRange": [ 0, 0 ],
                    "RelativeForwardsSpeed": { "Compute": "ChaseRelativeSpeed" },
                    "RelativeBackwardsSpeed": { "Compute": "CombatBackwardsRelativeSpeed" }
                  }
                },
                {
                  "$Comment": "Always charge at the target while attacking.",
                  "Enabled": { "Compute": "CombatAlwaysMovingWeight > 0" },
                  "Weight": { "Compute": "CombatAlwaysMovingWeight" },
                  "Sensor": {
                    "Type": "Target",
                    "Range": { "Compute": "CombatBehaviorDistance" }
                  },
                  "HeadMotion": {
                    "Type": "Aim",
                    "RelativeTurnSpeed": { "Compute": "CombatRelativeTurnSpeed" },
                    "HitProbability": { "Compute": "AimingHitProbability" },
                    "Deflection": true,
                    "Spread": { "Compute": "AimingSpread" }
                  },
                  "BodyMotion": {
                    "Type": "Seek",
                    "RelativeSpeed": { "Compute": "ChaseRelativeSpeed" },
                    "StopDistance": 2,
                    "SlowDownDistance": { "Compute": "AttackDistance" }
                  }
                },
                {
                  "Reference": { "Compute": "AdditionalCombatBehaviorMacroElement" },
                  "Interfaces": [ "Hytale.Instruction.Null", "Hytale.Instruction.CombatBehavior" ],
                  "Modify": {
                    "_InterfaceParameters": {
                      "Hytale.Instruction.CombatBehavior": {
                        "CombatBehaviorDistance": { "Compute": "CombatBehaviorDistance" },
                        "ChaseRelativeSpeed": { "Compute": "ChaseRelativeSpeed" }
                      }
                    }
                  }
                }
              ]
            },
            {
              "Actions": [
                {
                  "Type": "State",
                  "State": ".Chase"
                }
              ]
            }
          ]
        }
      ]
    }
  ],
  "NameTranslationKey": { "Compute": "NameTranslationKey" }
}