NPCs are RPG units with interaction providers, optional AI, combat definitions, and loot behavior.
NPC setup
- Use
RPGUnitBrainand movement components for tile aware movement. - Add
NpcInteractableandNpcInteractionControllerfor NPC context actions. - Add
StartDialogueConversationNpcActionfor talk/tutor behavior orOpenShopNpcActionfor merchants. - Add
NpcCombatSetupandNpcCombatDefinitionfor stat/config driven combat setup. - Add
SimpleNpcAIif the NPC should acquire targets, chase, attack, or return to idle.
NPC actions
NpcActionDefinition and INpcActionHandler allow NPCs to expose modular actions such as attack, talk, trade, examine, or custom project specific behavior.
Loot setup
Create a LootDropTable from Create > TileTick > Loot > Drop Table. It supports guaranteed drops, weighted main table rolls, duplicate control, sub tables, and independent tertiary drops.
Death drops
Add LootDropOnDeath to a unit that should drop items. Assign a drop table and ground loot spawn configuration.
Ground loot
GroundLoot, GroundLootContextActionProvider, and LootPickupController handle visible drops, pickup actions, and inventory transfer.