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AIData: CombatState

Part of AIData. The combat state is the largest behavior tree in AIData — it contains scalar configuration plus numerous nested behavior elements.

Complex sub-pages:


PropertyTypeSinceDescription
enableboolv92Enable combat state behavior
checkIntervalintv92Behavior check interval in milliseconds
combatEndDelayintv92Delay before exiting combat in milliseconds
combatReadyDelayintv92Delay before entering combat in milliseconds
hpResetWhenCombatEndstringv92Reset HP when combat ends
playSocialWhenFirstAggroboolv92Play social animation on first aggro
targetLostDelayintv92Delay before dropping target in milliseconds
watchRotateAngleintv92Watch rotation angle in degrees
watchRotateTimedecimalv92Watch rotation time in seconds

ElementTypeDescriptionReference
idlenestedIdle behavior in combatBelow
movenestedMovement during combatBelow
avoidnestedAvoidance behaviorBelow
socialnestedSocial animation in combatBelow
aggroChangeAttacknestedAggro-switch attack behaviorBelow
monsterFleenestedFlee behaviorBelow
monsterSummonnestedSummon behaviorBelow
counterFleenestedCounter-flee behaviorBelow
attacknestedAttack work and tension systemAttack
cooperationnestedMulti-NPC coordinationCooperation
shorttermTargetnestedShort-term targetingShorttermTarget
absolutelyAttacknestedInterrupt-priority attacksAbsolutelyAttack
patternListslistHP-gated pattern switchingPatterns

Idle behavior parameters within combat state.

PropertyTypeSinceDescription
durationstringv92Idle duration
usePercentdecimalv92Probability of idling

Movement behavior parameters within combat state.

PropertyTypeSinceDescription
maxRadiusIntervalintv92Maximum movement radius interval
minRadiusIntervalintv92Minimum movement radius interval
targetDistanceintv92Preferred distance to target
timeoutintv92Movement timeout in milliseconds

Avoidance behavior parameters.

PropertyTypeSinceDescription
avoidSkillIdstringv92Skill used for avoidance
coolTimestringv92Cooldown between avoidances
cooltimestringv92Alternate cooldown property (legacy alias)
enableboolv92Enable avoidance behavior
maxRadiusIntervalintv92Maximum avoidance radius
minRadiusIntervalintv92Minimum avoidance radius

Social animation in combat. Reuses the same block type as PeaceState socials.

PropertyTypeSinceDescription
socialMotionIdstringv92Social animation identifier
usePercentdecimalv92Selection weight

Behavior when aggro target switches.

PropertyTypeSinceDescription
distantTargetAttackIdstringv92Attack ID for distant target
enableboolv92Enable aggro change attacks
maxRadiusIntervalintv92Maximum engagement radius
minRadiusIntervalintv92Minimum engagement radius
nearTargetAttackIdstringv92Attack ID for near target
showAggroChangeMotionAfterDistantTargetAttackstringv92Show motion after distant attack
showAggroChangeMotionAfterNearTargetAttackstringv92Show motion after near attack
usePercentdecimalv92Probability of using aggro change attack

Flee behavior when the NPC wants to disengage.

PropertyTypeSinceDescription
coolTimestringv92Cooldown between flee attempts
enableboolv92Enable flee behavior
executionRatestringv92Execution probability
fleeDistancestringv92Distance to flee
hpRatestringv92HP threshold to trigger flee
runDistancestringv92Running distance
shareAggroRangestringv92Range to share aggro when fleeing
targetHpMaxstringv92Maximum target HP to trigger flee

Summon behavior to spawn additional NPCs during combat.

PropertyTypeSinceDescription
coolTimestringv92Cooldown between summons
enableboolv92Enable summon behavior
executionRatestringv92Execution probability
hpRatestringv92HP threshold to trigger summon
msgintv92Message ID on summon
msgImmediatelyboolv92Send message immediately
msgProbdecimalv92Message probability
summonChaseMaxDistancestringv92Maximum chase distance for summons
summonMaxCountstringv92Maximum active summon count
summonMaxDistancestringv92Maximum summon spawn distance
summonMinDistancestringv92Minimum summon spawn distance
summonNumstringv92Number of NPCs to summon
summonRangestringv92Summon detection range
summonTemplateIdstringv92Template ID for summoned NPCs
targetHpMinstringv92Minimum target HP to trigger summon
templateIdstringv92Alternative template ID

Counter-flee behavior — a complex flee variant with additional conditions and messaging.

PropertyTypeSinceDescription
coolTimestringv92Cooldown between counter-flee attempts
curMpPercentstringv92MP threshold condition
enableboolv92Enable counter-flee behavior
fleeDistancestringv92Distance to flee
hpResetWhenFleeEndboolv92Reset HP when flee ends
maxMovingTimestringv92Maximum moving time
maxRadiusIntervalintv92Maximum radius interval
minRadiusIntervalintv92Minimum radius interval
msgImmediatelyboolv92Send message immediately
msgMaxMovingintv92Message ID at max moving
msgProbdecimalv92Message probability
msgRecentHitintv92Message ID on recent hit
msgRecentPcBehaviorintv92Message ID on recent PC behavior
recentHitTimestringv92Recent hit time window
recentPcBehaviorTimestringv92Recent PC behavior time window
recentPcBehiviorTimestringv92Legacy alias for recentPcBehaviorTime
runDistancestringv92Running distance
speedUpRatestringv92Speed multiplier during flee
targetCountMaxintv92Maximum target count trigger
targetCountMinintv92Minimum target count trigger
targetHpPercentstringv92Target HP percentage condition
toAngerstringv92Transition to anger mode
usePercentdecimalv92Probability of using counter-flee
workIdstringv92Associated work ID