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.

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NPCs are RPG units with interaction providers, optional AI, combat definitions, and loot behavior.

NPC setup#

  • Use RPGUnitBrain and movement components for tile aware movement.
  • Add NpcInteractable, which implements IContextActionProvider, and preserve UnitContextActionProvider for combat-unit interactions for NPC context actions.
  • Add StartDialogueConversationNpcAction for talk/tutor behavior or OpenShopNpcAction for merchants.
  • Add NpcCombatSetup and NpcCombatDefinition for stat/config driven combat setup.
  • Add SimpleNpcAI if 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.