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hytale-custom-entitieshytale 自定义实体

Agent Skill

hytale-custom-entities 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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436

周安装

18

GitHub Stars

3

下载量

143
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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:hytale-custom-entities(hytale 自定义实体)
来源仓库:https://github.com/mnkyarts/hytale-skills
仓库路径:skills/hytale-custom-entities
安装命令:
npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities

简介

hytale-custom-entities 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 适用于实体管理、数据建模和自定义对象处理等场景,帮助 Agent 获取相关信息。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装,需结合原始 README 核验具体用法和功能细节。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写操作。
  • 可结合来源仓库和 SKILL.md 继续核验具体用法,确保与当前宿主环境兼容。

SKILL.md

Creating Custom Hytale Entities

Complete guide for defining custom entities with AI, components, spawning, and animations.

When to use this skill

Use this skill when:

  • Creating new entity types (mobs, NPCs, creatures)
  • Designing AI behaviors with sensors and actions
  • Setting up entity spawning rules
  • Adding custom entity components
  • Configuring entity animations and models
  • Creating interactive NPCs

Entity Architecture Overview

Hytale uses an ECS (Entity Component System) architecture:

  • Entity: Container with unique ID
  • Components: Data attached to entities
  • Systems: Logic that processes components

Entity Hierarchy

Entity
├── LivingEntity (has health, inventory, stats)
│   ├── Player
│   └── NPCEntity (has AI role, pathfinding)
├── BlockEntity (block-attached entities)
├── ProjectileEntity
└── ItemEntity (dropped items)

Entity Asset Structure

my-plugin/
└── assets/
    └── Server/
        └── Content/
            ├── Entities/
            │   └── my_creature.entity
            ├── Roles/
            │   └── my_creature_role.role
            └── Spawns/
                └── my_creature_spawn.spawn

Basic Entity Definition

File: my_creature.entity

{
  "DisplayName": {
    "en-US": "Custom Creature"
  },
  "Model": "MyPlugin/Models/custom_creature",
  "Health": 20,
  "MovementSpeed": 1.0,
  "Role": "MyPlugin:CustomCreatureRole",
  "Tags": {
    "Type": ["Monster", "Hostile"]
  }
}

Entity Properties Reference

Core Properties

PropertyTypeDescription
DisplayNameLocalizedStringEntity name
ModelStringModel asset reference
HealthFloatMaximum health
RoleStringAI role reference
TeamStringTeam/faction ID
TagsObjectClassification tags

Physical Properties

PropertyTypeDefaultDescription
MovementSpeedFloat1.0Base move speed
BoundingBoxObjectautoCollision box
MassFloat1.0Physics mass
GravityFloat1.0Gravity multiplier
CanSwimBooleanfalseCan swim in water
CanFlyBooleanfalseCan fly
StepHeightFloat0.5Max step-up height

Combat Properties

PropertyTypeDescription
AttackDamageFloatBase attack damage
AttackSpeedFloatAttacks per second
AttackRangeFloatMelee attack range
ArmorFloatDamage reduction
KnockbackResistanceFloatKnockback reduction

Visual Properties

PropertyTypeDescription
ScaleFloatModel scale
RenderDistanceFloatMax render distance
ShadowSizeFloatShadow radius
GlowColorColorOutline glow color
ParticlesStringAmbient particles

AI Role System

NPCs are controlled by Roles containing Instructions with:

  • Sensors: Conditions for activation
  • BodyMotion: Movement behavior
  • HeadMotion: Look behavior
  • Actions: Effects to execute

Basic Role Definition

File: my_creature_role.role

{
  "MotionController": "Walk",
  "DefaultInstruction": {
    "Sensor": {
      "Type": "Always"
    },
    "BodyMotion": {
      "Type": "Wander",
      "Speed": 0.5,
      "Radius": 10
    },
    "HeadMotion": {
      "Type": "Nothing"
    }
  },
  "Instructions": [
    {
      "Priority": 10,
      "Sensor": {
        "Type": "SensorPlayer",
        "Range": 15,
        "Condition": "Visible"
      },
      "BodyMotion": {
        "Type": "Pursue",
        "Target": "Player",
        "Speed": 1.0
      },
      "HeadMotion": {
        "Type": "Watch",
        "Target": "Player"
      },
      "Actions": [
        {
          "Type": "Attack",
          "Range": 2.0,
          "Damage": 5,
          "Cooldown": 1.0
        }
      ]
    }
  ]
}

Motion Controllers

ControllerDescription
WalkGround-based movement
FlyAerial movement
DiveSwimming movement
HoverStationary flight

Sensor Types

SensorDescriptionParameters
AlwaysAlways true-
NeverAlways false-
RandomRandom chanceChance
SensorPlayerDetect playersRange, Condition
SensorEntityDetect entitiesRange, EntityType, Tags
SensorDamageWhen damagedThreshold
SensorHealthHealth checkBelow, Above
SensorTimeTime of dayDayTime, NightTime
SensorNavNavigation stateHasPath, AtDestination
SensorDistanceDistance checkTarget, Min, Max

Body Motion Types

MotionDescriptionParameters
WanderRandom wanderingSpeed, Radius, IdleTime
PursueChase targetTarget, Speed, StopDistance
FleeRun from targetTarget, Speed, SafeDistance
MoveToGo to positionPosition, Speed
MoveAwayMove awayTarget, Distance
PatrolFollow pathWaypoints, Speed
CircleCircle targetTarget, Radius, Speed
StayDon't move-
TakeOffStart flying-
LandStop flying-
TeleportInstant movePosition

Head Motion Types

MotionDescriptionParameters
WatchLook at targetTarget
AimAim at targetTarget, Offset
LookLook directionDirection
NothingDon't control head-

Action Types

ActionDescriptionParameters
AttackMelee attackDamage, Range, Cooldown
RangedAttackProjectile attackProjectile, Speed, Cooldown
ApplyEntityEffectApply effectEffect, Duration, Target
PlaySoundPlay soundSound, Volume
SpawnEntitySpawn entityEntity, Count
SetStatModify statStat, Value
SetFlagSet flagFlag, Value
NotifyTrigger eventEvent, Data
WaitDelayDuration

Complex AI Example

Aggressive mob with multiple behaviors:

{
  "MotionController": "Walk",
  "CombatRange": 2.0,
  "AggroRange": 20,
  "LeashRange": 40,

  "DefaultInstruction": {
    "Sensor": { "Type": "Always" },
    "BodyMotion": {
      "Type": "Wander",
      "Speed": 0.4,
      "Radius": 15,
      "IdleTime": { "Min": 2, "Max": 5 }
    },
    "HeadMotion": { "Type": "Nothing" }
  },

  "Instructions": [
    {
      "Name": "ReturnToLeash",
      "Priority": 100,
      "Sensor": {
        "Type": "SensorDistance",
        "Target": "LeashPosition",
        "Min": 40
      },
      "BodyMotion": {
        "Type": "MoveTo",
        "Target": "LeashPosition",
        "Speed": 1.5
      }
    },
    {
      "Name": "AttackPlayer",
      "Priority": 50,
      "Sensor": {
        "Type": "And",
        "Sensors": [
          {
            "Type": "SensorPlayer",
            "Range": 2.5,
            "Condition": "Visible"
          },
          {
            "Type": "SensorCooldown",
            "Cooldown": "AttackCooldown",
            "Ready": true
          }
        ]
      },
      "BodyMotion": { "Type": "Stay" },
      "HeadMotion": {
        "Type": "Aim",
        "Target": "Player"
      },
      "Actions": [
        {
          "Type": "Attack",
          "Damage": 8,
          "Animation": "attack_swing"
        },
        {
          "Type": "SetCooldown",
          "Cooldown": "AttackCooldown",
          "Duration": 1.5
        }
      ]
    },
    {
      "Name": "ChasePlayer",
      "Priority": 40,
      "Sensor": {
        "Type": "SensorPlayer",
        "Range": 20,
        "Condition": "Visible"
      },
      "BodyMotion": {
        "Type": "Pursue",
        "Target": "Player",
        "Speed": 1.0,
        "StopDistance": 1.5
      },
      "HeadMotion": {
        "Type": "Watch",
        "Target": "Player"
      }
    },
    {
      "Name": "FleeWhenLow",
      "Priority": 60,
      "Sensor": {
        "Type": "And",
        "Sensors": [
          { "Type": "SensorHealth", "Below": 0.25 },
          { "Type": "SensorPlayer", "Range": 15 }
        ]
      },
      "BodyMotion": {
        "Type": "Flee",
        "Target": "Player",
        "Speed": 1.3,
        "SafeDistance": 25
      }
    }
  ]
}

Entity Spawning

Define where and when entities spawn:

Spawn Point Configuration

File: my_creature_spawn.spawn

{
  "Entity": "MyPlugin:CustomCreature",
  "SpawnWeight": 10,
  "GroupSize": { "Min": 1, "Max": 3 },
  "SpawnConditions": {
    "Biomes": ["Plains", "Forest"],
    "TimeOfDay": {
      "Start": 0.75,
      "End": 0.25
    },
    "LightLevel": { "Max": 7 },
    "MoonPhase": ["Full", "Waning"],
    "Weather": ["Clear", "Cloudy"],
    "Surface": true
  },
  "SpawnCooldown": 300,
  "MaxNearby": 4,
  "NearbyCheckRadius": 32
}

Spawn Beacon (Block-based spawning)

{
  "Type": "Beacon",
  "Entity": "MyPlugin:CustomCreature",
  "SpawnRadius": 10,
  "SpawnInterval": 100,
  "MaxSpawns": 5,
  "DespawnDistance": 64,
  "RequiredBlock": "MyPlugin:SpawnerBlock"
}

Custom Entity Components

Create custom data components:

Component Definition

public class MyEntityData implements Component<EntityStore> {
    public static final BuilderCodec<MyEntityData> CODEC = BuilderCodec.builder(
        Codec.INT.required().fieldOf("Level"),
        Codec.STRING.optionalFieldOf("CustomName", ""),
        Codec.BOOL.optionalFieldOf("IsEnraged", false)
    ).constructor(MyEntityData::new);

    private int level;
    private String customName;
    private boolean isEnraged;

    public MyEntityData() {
        this(1, "", false);
    }

    public MyEntityData(int level, String customName, boolean isEnraged) {
        this.level = level;
        this.customName = customName;
        this.isEnraged = isEnraged;
    }

    // Getters and setters
    public int getLevel() { return level; }
    public void setLevel(int level) { this.level = level; }
    public String getCustomName() { return customName; }
    public void setCustomName(String name) { this.customName = name; }
    public boolean isEnraged() { return isEnraged; }
    public void setEnraged(boolean enraged) { this.isEnraged = enraged; }
}

Component Registration

@Override
protected void setup() {
    ComponentType<EntityStore, MyEntityData> myDataType =
        getEntityStoreRegistry().registerComponent(
            MyEntityData.class,
            "myPluginEntityData",
            MyEntityData.CODEC
        );
}

Custom Entity Systems

Process entities with matching components:

Tick System

public class EnrageSystem extends TickSystem<EntityStore> {
    private ComponentAccess<EntityStore, MyEntityData> myData;
    private ComponentAccess<EntityStore, HealthComponent> health;

    @Override
    protected void register(Store<EntityStore> store) {
        myData = registerComponent(MyEntityData.class);
        health = registerComponent(HealthComponent.class);
    }

    @Override
    public void tick(
        int index,
        ArchetypeChunk<EntityStore> chunk,
        Store<EntityStore> store,
        CommandBuffer<EntityStore> buffer
    ) {
        MyEntityData data = myData.get(chunk, index);
        HealthComponent hp = health.getOptional(chunk, index);

        if (hp != null && hp.getPercent() < 0.25f && !data.isEnraged()) {
            data.setEnraged(true);
            // Apply enrage buff
        }
    }
}

Event System

public class MyDamageHandler extends EntityEventSystem<EntityStore, Damage> {
    private ComponentAccess<EntityStore, MyEntityData> myData;

    public MyDamageHandler() {
        super(Damage.class);
    }

    @Override
    protected void register(Store<EntityStore> store) {
        myData = registerComponent(MyEntityData.class);
    }

    @Override
    public void handle(
        int index,
        ArchetypeChunk<EntityStore> chunk,
        Store<EntityStore> store,
        CommandBuffer<EntityStore> buffer,
        Damage damage
    ) {
        MyEntityData data = myData.getOptional(chunk, index);
        if (data != null && data.isEnraged()) {
            // Reduce damage when enraged
            damage.setAmount(damage.getAmount() * 0.5f);
        }
    }
}

Entity Registration in Plugin

@Override
protected void setup() {
    // Register components
    ComponentType<EntityStore, MyEntityData> dataType =
        getEntityStoreRegistry().registerComponent(
            MyEntityData.class,
            "myEntityData",
            MyEntityData.CODEC
        );

    // Register systems
    getEntityStoreRegistry().registerSystem(new EnrageSystem());
    getEntityStoreRegistry().registerSystem(new MyDamageHandler());

    // Register custom sensors
    getCodecRegistry(Sensor.CODEC).register(
        "MySensor", MySensor.class, MySensor.CODEC
    );

    // Register custom actions
    getCodecRegistry(Action.CODEC).register(
        "MyAction", MyAction.class, MyAction.CODEC
    );
}

NPC Interactions

Create interactive NPCs:

{
  "DisplayName": { "en-US": "Village Merchant" },
  "Model": "MyPlugin/Models/merchant",
  "Role": "MyPlugin:MerchantRole",
  "IsInteractable": true,
  "Interactions": {
    "Use": "MyPlugin:OpenShop"
  },
  "DialogueTree": "MyPlugin:MerchantDialogue",
  "Schedule": {
    "06:00-18:00": "WorkAtShop",
    "18:00-22:00": "Wander",
    "22:00-06:00": "Sleep"
  }
}

Complete Example: Boss Entity

{
  "DisplayName": {
    "en-US": "Shadow Guardian"
  },
  "Description": {
    "en-US": "Ancient protector of the dark temple"
  },
  "Model": "MyPlugin/Models/shadow_guardian",
  "Scale": 2.0,
  "Health": 500,
  "Armor": 10,
  "AttackDamage": 20,
  "MovementSpeed": 0.8,
  "KnockbackResistance": 0.8,
  "Role": "MyPlugin:ShadowGuardianRole",
  "BossBar": {
    "Enabled": true,
    "Color": "Purple",
    "Style": "Notched"
  },
  "Loot": "MyPlugin:ShadowGuardianLoot",
  "DeathSound": "MyPlugin/Sounds/boss_death",
  "AmbientSound": {
    "Sound": "MyPlugin/Sounds/dark_ambient",
    "Interval": 5
  },
  "Particles": "MyPlugin/Particles/shadow_aura",
  "GlowColor": { "R": 0.5, "G": 0.0, "B": 0.8 },
  "Tags": {
    "Type": ["Boss", "Undead", "Hostile"]
  }
}

Troubleshooting

Entity Not Spawning

  1. Check spawn conditions match environment
  2. Verify spawn weight is > 0
  3. Check MaxNearby limit
  4. Ensure biome/time conditions are met

AI Not Working

  1. Verify Role reference is correct
  2. Check sensor conditions are achievable
  3. Ensure instruction priorities are ordered
  4. Debug with /npc debug command

Components Not Saving

  1. Ensure CODEC is defined correctly
  2. Register with unique string ID
  3. Check serialization in logs

See references/entity-components.md for built-in components. See references/ai-sensors.md for all sensor types. See references/ai-actions.md for all action types.

适合场景

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03

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04

需要参考平台分布和安装热度时

能力概览

能力 1

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能力 2

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能力 3

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能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities;npx skills add mnkyarts/hytale-skills --skill "hytale-custom-entities" 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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