Combat
Combat is configured per preset under Fighting.


Health and respawning
- Maximum health ranges from
0to1024and changes in steps of 5 (shift-click uses ten steps). - A value of
0makes the NPC invulnerable. - Respawn time changes in 10-second steps.
0disables 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.

Pending combat respawns survive server restarts and keep the persistent instance UUID.
Aggression
| Mode | Behaviour |
|---|---|
| Ignore | Does not retaliate or seek targets. |
| Fights Back | Retaliates after being attacked. |
| Flee | Moves away after being attacked. |
| Hunting | Proactively 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.