Core RPG handbook · Development build / version notes
Documentation / Tile Tick Core RPG / Designer
NPCs, AI & Loot
OSRS inspired RPG systems for Unity: skills, XP, combat, inventory, equipment, loot, NPCs, interactions, and tile aware action flow.
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
NpcInteractable, which implementsIContextActionProvider, and preserveUnitContextActionProviderfor combat-unit interactions for 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#
LootDropOnDeath carries the drop-table reference; it does not execute local death drops by itself. Use a registered network NPC with NpcSpawnPoint/NpcSpawnDirector for the built-in server death-drop path. See the enemy and loot tutorial.
Ground loot#
GroundLoot and GroundLootContextActionProvider provide legacy visible-loot/examine data. The built-in network pickup path uses NetworkGroundItem, NetworkGroundItemContextActionProvider and ServerGroundItemService; pickup is validated by the server.
