Chapter 15 — Entities
Part IV — Authoring Games
Actors and objects in the world.
Topics
Section titled “Topics”- Entity blueprints — templates for creating entities
- Stats — attribute values defined by the ruleset
- Resources — consumable pools (hp, stamina, heat)
- AI profiles — behavior configuration for non-player entities
- Inventories — items carried by an entity
- Statuses — active conditions and effects
Example Entities
Section titled “Example Entities”NPC — The Pilgrim
id: pilgrimname: The Pilgrimkind: npcstats: { vigor: 3, instinct: 5, will: 7 }resources: { hp: 15 }tags: [friendly, mysterious]Enemy — Ash Ghoul
id: ash_ghoulname: Ash Ghoulkind: enemystats: { vigor: 6, instinct: 4, will: 2 }resources: { hp: 20, stamina: 8 }ai: profileId: aggressive goals: [guard-crypt] fears: [fire, sacred]Item — Healing Draught
id: healing_draughtname: Healing Draughtkind: itemeffects: [{ type: restore, resource: hp, amount: 8 }]AI Configuration
Section titled “AI Configuration”Non-player entities with an ai field participate in the cognition system. Their profileId determines intent selection behavior, while goals and fears influence which actions the AI prioritizes or avoids.
Environmental Objects
Section titled “Environmental Objects”Objects like altars, terminals, and containers are also entities. They can be inspected, used, or interacted with through the same action system that handles NPCs and enemies.