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Combat

Combat is configured per preset under Fighting.

Blockfolk combat configuration menuBlockfolk combat target and aggression menu

Health and respawning

  • Maximum health ranges from 0 to 1024 and changes in steps of 5 (shift-click uses ten steps).
  • A value of 0 makes the NPC invulnerable.
  • Respawn time changes in 10-second steps. 0 disables respawning.
  • A respawning NPC needs a preset spawnpoint.
  • Dropped experience changes in steps of 5.
  • The optional boss bar is visible to players within 16 blocks.

Adjusting an NPC combat respawn time

Pending combat respawns survive server restarts and keep the persistent instance UUID.

Aggression

ModeBehaviour
IgnoreDoes not retaliate or seek targets.
Fights BackRetaliates after being attacked.
FleeMoves away after being attacked.
HuntingProactively seeks enabled target categories.

Target categories are non-animal mobs, animals, survival/adventure players, and other vulnerable Blockfolk NPCs.

Alliances

NPCs with the same non-empty alliance value do not fight each other. Use a consistent spelling across the presets that should cooperate.

Runtime combat actions

Start Combat starts an encounter from a behaviour routine. Change Fight Options temporarily changes aggression and target categories, allowing a routine to switch stance without modifying the stored combat profile.

AI combat is separately gated by the preset's enabled AI capabilities. The response still passes validated nearby targets only.

Loot and experience

Experience is dropped when a vulnerable NPC dies. Items come from the independently rolled loot slots configured in Customization & equipment.

Blockfolk documentation