Health & Combat

Configure whether a citizen can take damage, their health and damage values, attitude toward players, and fine-tuned detection and combat parameters for hostile citizens.

Where to Find These Settings

Health and combat settings are spread across two places in the UI:

  • Behaviors screen (Edit Citizen → Behaviors) — Controls Takes Damage, Override Health, Override Damage, Respawn on Death, and Attitude.
  • Advanced Configuration (at the bottom of Behaviors) — The Combat Config and Detection Config buttons open specialized sub-screens for in-depth tuning.

Basic Health Settings (in Behaviors)

Takes Damage

Toggle whether the citizen can receive damage at all. When disabled, the citizen is completely invulnerable. When enabled, the citizen can be attacked and killed by players.

Override Health

Enable this to set a custom maximum health value. The default health depends on the entity model. Override Health lets you make a citizen significantly tankier (or more fragile) than the default.

Override Damage

Enable this to set the exact damage the citizen deals with each attack, overriding the entity model's default.

Attitude

See the Behaviors page for a full explanation of Passive, Neutral, and Aggressive attitudes. Remember: attitude only takes effect when the movement type is set to Wander.

Combat Configuration

Access via Behaviors → Advanced Configuration → Combat Config.

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Hytale Value Limits

Hytale enforces minimum and maximum values for all combat parameters. If you change a value and the citizen disappears or behaves unexpectedly, check the server console — it will print the valid min/max range for the field that was out of bounds.

Attack Settings

FieldDescriptionDefault
attackType The attack ability name to use Root_NPC_Attack_Melee
attackDistance Distance at which the citizen can land an attack (blocks) 2.0
desiredAttackDistanceMin / Max The preferred distance range the citizen tries to maintain while attacking varies
attackPauseMin / Max Time range (seconds) between attacks varies
combatAttackPreDelayMin / Max Wind-up time before the attack animation fires varies
combatAttackPostDelayMin / Max Recovery time after the attack fires varies

Blocking

FieldDescriptionDefault
blockAbility The block/shield ability to use Shield_Block
blockProbability Chance (0–100) the citizen attempts to block incoming attacks 50

Movement in Combat

FieldDescriptionDefault
chaseSpeed Speed multiplier when chasing a target (0–1) 0.67
combatBehaviorDistance Distance at which the citizen switches into active combat mode (blocks) 5.0
combatStrafeWeight Weight for strafing (side-stepping) movement during combat 10
combatDirectWeight Weight for moving directly toward the target during combat 10
combatMovingRelativeSpeed Speed while moving toward target in combat (0–1) 0.6
combatBackwardsRelativeSpeed Speed while moving backwards in combat (0–1) 0.3
combatFleeIfTooCloseDistance If a target gets closer than this distance, the citizen will flee. Set to 0 to disable. 0 (disabled)
backOffAfterAttack Whether the citizen steps back after attacking true
backOffDistance How far to step back after attacking (blocks) 4.0
backOffDurationMin / Max Time range (seconds) spent backing off varies

Targeting

FieldDescriptionDefault
targetRange Range within which the citizen acquires a new target (blocks) 4.0
targetSwitchTimerMin / Max How long before the citizen can switch to a different target varies

Detection Configuration

Access via Behaviors → Advanced Configuration → Detection Config. Detection controls how and when a citizen notices players.

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Detection Ranges

FieldDescriptionDefault
viewRange How far the citizen can see (blocks) 15
viewSector Field of view in degrees 180
hearingRange How far the citizen can detect player movement (blocks) 8
absoluteDetectionRange Always detects players within this range, ignoring line of sight (blocks) 2
alertedRange Radius in which nearby citizens are also alerted (blocks) 45
investigateRange How far the citizen will travel to investigate a sound or last-known position (blocks) 40
chanceToBeAlertedWhenReceivingCallForHelp Probability (0–100) of responding when a nearby citizen calls for help 70

Alert & Search Timers

FieldDescriptionDefault
alertedTimeMin / Max Time (seconds) the citizen stays in the alerted state 1.0 – 2.0
confusedTimeMin / Max Time (seconds) the citizen appears confused after losing a target 1.0 – 2.0
searchTimeMin / Max Time (seconds) the citizen actively searches for a lost target 10.0 – 14.0
Tip: For a ranged enemy, increase attackDistance and set combatFleeIfTooCloseDistance to a positive value so the citizen tries to maintain range instead of closing in.
Tip: Set blockProbability to 0 to completely disable blocking, or 100 to make the citizen block every incoming attack.