hytale-custom-entities

Create custom entities and NPCs for Hytale with AI behaviors, components, spawning, and animations. Use when asked to "create a custom entity", "add an NPC", "make a mob", "design AI behavior", or "configure entity spawning".

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Install skill "hytale-custom-entities" with this command: npx skills add mnkyarts/hytale-skills/mnkyarts-hytale-skills-hytale-custom-entities

Creating Custom Hytale Entities

Complete guide for defining custom entities with AI, components, spawning, and animations.

When to use this skill

Use this skill when:

  • Creating new entity types (mobs, NPCs, creatures)
  • Designing AI behaviors with sensors and actions
  • Setting up entity spawning rules
  • Adding custom entity components
  • Configuring entity animations and models
  • Creating interactive NPCs

Entity Architecture Overview

Hytale uses an ECS (Entity Component System) architecture:

  • Entity: Container with unique ID
  • Components: Data attached to entities
  • Systems: Logic that processes components

Entity Hierarchy

Entity
├── LivingEntity (has health, inventory, stats)
│   ├── Player
│   └── NPCEntity (has AI role, pathfinding)
├── BlockEntity (block-attached entities)
├── ProjectileEntity
└── ItemEntity (dropped items)

Entity Asset Structure

my-plugin/
└── assets/
    └── Server/
        └── Content/
            ├── Entities/
            │   └── my_creature.entity
            ├── Roles/
            │   └── my_creature_role.role
            └── Spawns/
                └── my_creature_spawn.spawn

Basic Entity Definition

File: my_creature.entity

{
  "DisplayName": {
    "en-US": "Custom Creature"
  },
  "Model": "MyPlugin/Models/custom_creature",
  "Health": 20,
  "MovementSpeed": 1.0,
  "Role": "MyPlugin:CustomCreatureRole",
  "Tags": {
    "Type": ["Monster", "Hostile"]
  }
}

Entity Properties Reference

Core Properties

PropertyTypeDescription
DisplayNameLocalizedStringEntity name
ModelStringModel asset reference
HealthFloatMaximum health
RoleStringAI role reference
TeamStringTeam/faction ID
TagsObjectClassification tags

Physical Properties

PropertyTypeDefaultDescription
MovementSpeedFloat1.0Base move speed
BoundingBoxObjectautoCollision box
MassFloat1.0Physics mass
GravityFloat1.0Gravity multiplier
CanSwimBooleanfalseCan swim in water
CanFlyBooleanfalseCan fly
StepHeightFloat0.5Max step-up height

Combat Properties

PropertyTypeDescription
AttackDamageFloatBase attack damage
AttackSpeedFloatAttacks per second
AttackRangeFloatMelee attack range
ArmorFloatDamage reduction
KnockbackResistanceFloatKnockback reduction

Visual Properties

PropertyTypeDescription
ScaleFloatModel scale
RenderDistanceFloatMax render distance
ShadowSizeFloatShadow radius
GlowColorColorOutline glow color
ParticlesStringAmbient particles

AI Role System

NPCs are controlled by Roles containing Instructions with:

  • Sensors: Conditions for activation
  • BodyMotion: Movement behavior
  • HeadMotion: Look behavior
  • Actions: Effects to execute

Basic Role Definition

File: my_creature_role.role

{
  "MotionController": "Walk",
  "DefaultInstruction": {
    "Sensor": {
      "Type": "Always"
    },
    "BodyMotion": {
      "Type": "Wander",
      "Speed": 0.5,
      "Radius": 10
    },
    "HeadMotion": {
      "Type": "Nothing"
    }
  },
  "Instructions": [
    {
      "Priority": 10,
      "Sensor": {
        "Type": "SensorPlayer",
        "Range": 15,
        "Condition": "Visible"
      },
      "BodyMotion": {
        "Type": "Pursue",
        "Target": "Player",
        "Speed": 1.0
      },
      "HeadMotion": {
        "Type": "Watch",
        "Target": "Player"
      },
      "Actions": [
        {
          "Type": "Attack",
          "Range": 2.0,
          "Damage": 5,
          "Cooldown": 1.0
        }
      ]
    }
  ]
}

Motion Controllers

ControllerDescription
WalkGround-based movement
FlyAerial movement
DiveSwimming movement
HoverStationary flight

Sensor Types

SensorDescriptionParameters
AlwaysAlways true-
NeverAlways false-
RandomRandom chanceChance
SensorPlayerDetect playersRange, Condition
SensorEntityDetect entitiesRange, EntityType, Tags
SensorDamageWhen damagedThreshold
SensorHealthHealth checkBelow, Above
SensorTimeTime of dayDayTime, NightTime
SensorNavNavigation stateHasPath, AtDestination
SensorDistanceDistance checkTarget, Min, Max

Body Motion Types

MotionDescriptionParameters
WanderRandom wanderingSpeed, Radius, IdleTime
PursueChase targetTarget, Speed, StopDistance
FleeRun from targetTarget, Speed, SafeDistance
MoveToGo to positionPosition, Speed
MoveAwayMove awayTarget, Distance
PatrolFollow pathWaypoints, Speed
CircleCircle targetTarget, Radius, Speed
StayDon't move-
TakeOffStart flying-
LandStop flying-
TeleportInstant movePosition

Head Motion Types

MotionDescriptionParameters
WatchLook at targetTarget
AimAim at targetTarget, Offset
LookLook directionDirection
NothingDon't control head-

Action Types

ActionDescriptionParameters
AttackMelee attackDamage, Range, Cooldown
RangedAttackProjectile attackProjectile, Speed, Cooldown
ApplyEntityEffectApply effectEffect, Duration, Target
PlaySoundPlay soundSound, Volume
SpawnEntitySpawn entityEntity, Count
SetStatModify statStat, Value
SetFlagSet flagFlag, Value
NotifyTrigger eventEvent, Data
WaitDelayDuration

Complex AI Example

Aggressive mob with multiple behaviors:

{
  "MotionController": "Walk",
  "CombatRange": 2.0,
  "AggroRange": 20,
  "LeashRange": 40,
  
  "DefaultInstruction": {
    "Sensor": { "Type": "Always" },
    "BodyMotion": {
      "Type": "Wander",
      "Speed": 0.4,
      "Radius": 15,
      "IdleTime": { "Min": 2, "Max": 5 }
    },
    "HeadMotion": { "Type": "Nothing" }
  },
  
  "Instructions": [
    {
      "Name": "ReturnToLeash",
      "Priority": 100,
      "Sensor": {
        "Type": "SensorDistance",
        "Target": "LeashPosition",
        "Min": 40
      },
      "BodyMotion": {
        "Type": "MoveTo",
        "Target": "LeashPosition",
        "Speed": 1.5
      }
    },
    {
      "Name": "AttackPlayer",
      "Priority": 50,
      "Sensor": {
        "Type": "And",
        "Sensors": [
          {
            "Type": "SensorPlayer",
            "Range": 2.5,
            "Condition": "Visible"
          },
          {
            "Type": "SensorCooldown",
            "Cooldown": "AttackCooldown",
            "Ready": true
          }
        ]
      },
      "BodyMotion": { "Type": "Stay" },
      "HeadMotion": {
        "Type": "Aim",
        "Target": "Player"
      },
      "Actions": [
        {
          "Type": "Attack",
          "Damage": 8,
          "Animation": "attack_swing"
        },
        {
          "Type": "SetCooldown",
          "Cooldown": "AttackCooldown",
          "Duration": 1.5
        }
      ]
    },
    {
      "Name": "ChasePlayer",
      "Priority": 40,
      "Sensor": {
        "Type": "SensorPlayer",
        "Range": 20,
        "Condition": "Visible"
      },
      "BodyMotion": {
        "Type": "Pursue",
        "Target": "Player",
        "Speed": 1.0,
        "StopDistance": 1.5
      },
      "HeadMotion": {
        "Type": "Watch",
        "Target": "Player"
      }
    },
    {
      "Name": "FleeWhenLow",
      "Priority": 60,
      "Sensor": {
        "Type": "And",
        "Sensors": [
          { "Type": "SensorHealth", "Below": 0.25 },
          { "Type": "SensorPlayer", "Range": 15 }
        ]
      },
      "BodyMotion": {
        "Type": "Flee",
        "Target": "Player",
        "Speed": 1.3,
        "SafeDistance": 25
      }
    }
  ]
}

Entity Spawning

Define where and when entities spawn:

Spawn Point Configuration

File: my_creature_spawn.spawn

{
  "Entity": "MyPlugin:CustomCreature",
  "SpawnWeight": 10,
  "GroupSize": { "Min": 1, "Max": 3 },
  "SpawnConditions": {
    "Biomes": ["Plains", "Forest"],
    "TimeOfDay": {
      "Start": 0.75,
      "End": 0.25
    },
    "LightLevel": { "Max": 7 },
    "MoonPhase": ["Full", "Waning"],
    "Weather": ["Clear", "Cloudy"],
    "Surface": true
  },
  "SpawnCooldown": 300,
  "MaxNearby": 4,
  "NearbyCheckRadius": 32
}

Spawn Beacon (Block-based spawning)

{
  "Type": "Beacon",
  "Entity": "MyPlugin:CustomCreature",
  "SpawnRadius": 10,
  "SpawnInterval": 100,
  "MaxSpawns": 5,
  "DespawnDistance": 64,
  "RequiredBlock": "MyPlugin:SpawnerBlock"
}

Custom Entity Components

Create custom data components:

Component Definition

public class MyEntityData implements Component<EntityStore> {
    public static final BuilderCodec<MyEntityData> CODEC = BuilderCodec.builder(
        Codec.INT.required().fieldOf("Level"),
        Codec.STRING.optionalFieldOf("CustomName", ""),
        Codec.BOOL.optionalFieldOf("IsEnraged", false)
    ).constructor(MyEntityData::new);
    
    private int level;
    private String customName;
    private boolean isEnraged;
    
    public MyEntityData() {
        this(1, "", false);
    }
    
    public MyEntityData(int level, String customName, boolean isEnraged) {
        this.level = level;
        this.customName = customName;
        this.isEnraged = isEnraged;
    }
    
    // Getters and setters
    public int getLevel() { return level; }
    public void setLevel(int level) { this.level = level; }
    public String getCustomName() { return customName; }
    public void setCustomName(String name) { this.customName = name; }
    public boolean isEnraged() { return isEnraged; }
    public void setEnraged(boolean enraged) { this.isEnraged = enraged; }
}

Component Registration

@Override
protected void setup() {
    ComponentType<EntityStore, MyEntityData> myDataType = 
        getEntityStoreRegistry().registerComponent(
            MyEntityData.class,
            "myPluginEntityData",
            MyEntityData.CODEC
        );
}

Custom Entity Systems

Process entities with matching components:

Tick System

public class EnrageSystem extends TickSystem<EntityStore> {
    private ComponentAccess<EntityStore, MyEntityData> myData;
    private ComponentAccess<EntityStore, HealthComponent> health;
    
    @Override
    protected void register(Store<EntityStore> store) {
        myData = registerComponent(MyEntityData.class);
        health = registerComponent(HealthComponent.class);
    }
    
    @Override
    public void tick(
        int index,
        ArchetypeChunk<EntityStore> chunk,
        Store<EntityStore> store,
        CommandBuffer<EntityStore> buffer
    ) {
        MyEntityData data = myData.get(chunk, index);
        HealthComponent hp = health.getOptional(chunk, index);
        
        if (hp != null && hp.getPercent() < 0.25f && !data.isEnraged()) {
            data.setEnraged(true);
            // Apply enrage buff
        }
    }
}

Event System

public class MyDamageHandler extends EntityEventSystem<EntityStore, Damage> {
    private ComponentAccess<EntityStore, MyEntityData> myData;
    
    public MyDamageHandler() {
        super(Damage.class);
    }
    
    @Override
    protected void register(Store<EntityStore> store) {
        myData = registerComponent(MyEntityData.class);
    }
    
    @Override
    public void handle(
        int index,
        ArchetypeChunk<EntityStore> chunk,
        Store<EntityStore> store,
        CommandBuffer<EntityStore> buffer,
        Damage damage
    ) {
        MyEntityData data = myData.getOptional(chunk, index);
        if (data != null && data.isEnraged()) {
            // Reduce damage when enraged
            damage.setAmount(damage.getAmount() * 0.5f);
        }
    }
}

Entity Registration in Plugin

@Override
protected void setup() {
    // Register components
    ComponentType<EntityStore, MyEntityData> dataType = 
        getEntityStoreRegistry().registerComponent(
            MyEntityData.class,
            "myEntityData", 
            MyEntityData.CODEC
        );
    
    // Register systems
    getEntityStoreRegistry().registerSystem(new EnrageSystem());
    getEntityStoreRegistry().registerSystem(new MyDamageHandler());
    
    // Register custom sensors
    getCodecRegistry(Sensor.CODEC).register(
        "MySensor", MySensor.class, MySensor.CODEC
    );
    
    // Register custom actions
    getCodecRegistry(Action.CODEC).register(
        "MyAction", MyAction.class, MyAction.CODEC
    );
}

NPC Interactions

Create interactive NPCs:

{
  "DisplayName": { "en-US": "Village Merchant" },
  "Model": "MyPlugin/Models/merchant",
  "Role": "MyPlugin:MerchantRole",
  "IsInteractable": true,
  "Interactions": {
    "Use": "MyPlugin:OpenShop"
  },
  "DialogueTree": "MyPlugin:MerchantDialogue",
  "Schedule": {
    "06:00-18:00": "WorkAtShop",
    "18:00-22:00": "Wander",
    "22:00-06:00": "Sleep"
  }
}

Complete Example: Boss Entity

{
  "DisplayName": {
    "en-US": "Shadow Guardian"
  },
  "Description": {
    "en-US": "Ancient protector of the dark temple"
  },
  "Model": "MyPlugin/Models/shadow_guardian",
  "Scale": 2.0,
  "Health": 500,
  "Armor": 10,
  "AttackDamage": 20,
  "MovementSpeed": 0.8,
  "KnockbackResistance": 0.8,
  "Role": "MyPlugin:ShadowGuardianRole",
  "BossBar": {
    "Enabled": true,
    "Color": "Purple",
    "Style": "Notched"
  },
  "Loot": "MyPlugin:ShadowGuardianLoot",
  "DeathSound": "MyPlugin/Sounds/boss_death",
  "AmbientSound": {
    "Sound": "MyPlugin/Sounds/dark_ambient",
    "Interval": 5
  },
  "Particles": "MyPlugin/Particles/shadow_aura",
  "GlowColor": { "R": 0.5, "G": 0.0, "B": 0.8 },
  "Tags": {
    "Type": ["Boss", "Undead", "Hostile"]
  }
}

Troubleshooting

Entity Not Spawning

  1. Check spawn conditions match environment
  2. Verify spawn weight is > 0
  3. Check MaxNearby limit
  4. Ensure biome/time conditions are met

AI Not Working

  1. Verify Role reference is correct
  2. Check sensor conditions are achievable
  3. Ensure instruction priorities are ordered
  4. Debug with /npc debug command

Components Not Saving

  1. Ensure CODEC is defined correctly
  2. Register with unique string ID
  3. Check serialization in logs

See references/entity-components.md for built-in components. See references/ai-sensors.md for all sensor types. See references/ai-actions.md for all action types.

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