Core RPG handbook · Development build / version notes
Core RPG handbook
Create an NPC, enemy and loot
Make a character you can talk to, then create a separate enemy with a combat profile and a guaranteed first drop.
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Use two NPCs for this exercise: one to check conversation, and one to check combat and loot. Keeping them separate makes it easier to tell which part of the setup needs attention.
Make a character you can talk to#
- Open Tools → Green Cloak Games → TileTick Core RPG → NPC Database and choose Create NPC.
- Enter a Display Name and your own Folder. Choose NPC Type: Dialogue Npc.
- Assign a suitable Base Template if you want to keep an existing model, rig and animation setup. The wizard builds components; it doesn’t create character artwork.
- Enable Add Talk-to Action and assign a Conversation. Use a supplied conversation first, or make the short conversation in the dialogue guide.
- Enable Add Examine, add Examine Text, then create the NPC and review its validation messages.

Choose Multiplayer Content for the hosted demo. A local-only NPC belongs in a configured local scene; a network NPC should use the spawn setup below. Leaving Conversation empty does not generate a conversation for you.

Create a small test enemy#
- Create a second NPC. Choose Combat Monster With Drops and enable Multiplayer Content.
- Use a compatible rigged Base Template. The type defaults add SimpleNpcAI, aggression, a combat definition and a drop table.
- Open the generated
NpcCombatDefinition. Start with low Hitpoints and modest Attack, Strength and Defence so the test fight is short. - For a simple melee enemy, use Attack Range Tiles: 1 and Attack Speed Ticks: 4. Review its Attack Style and diagonal melee setting. Ranged enemies also need the appropriate projectile and range setup.
The combat definition contains levels and bonuses separately. Changing the model does not change its Hitpoints, attack timing or loot.
Give it one guaranteed drop#
Open the generated table in Drop Table Editor. Add a Guaranteed entry using an item you recognise, and set Min Quantity and Max Quantity to 1. Confirm that the NPC’s loot definition points to this table.

A guaranteed entry avoids confusing a missing connection with a random miss. Weighted main-table entries use relative weights; tertiary entries use a 1-in-X denominator. Neither field is an ordinary percentage.
Spawn the network NPC#
- Register the NPC prefab in the active NetworkManager’s network prefab list. The prefab needs its
NetworkObject,NetworkNpcandNpcComposition. - Add a
NpcSpawnPointto the gameplay scene and assign Npc Prefab. - Enable respawning if you want it, and set Respawn Delay Ticks; the default is 25.
- Under Tools → Green Cloak Games → Multiplayer, run Register NPC Network Prefabs, Validate NPC Spawn Setup and Validate Player Composition.
- If you converted an existing scene NPC to a spawn point, remove the duplicate setup from your test scene rather than leaving two ways to spawn the same character.
Try the conversation and fight#
Start a host. Talk to the first NPC and check that the assigned conversation opens and closes. Fight the enemy with a valid player weapon, then check its death, one-item drop, pickup and respawn. Connect a second client to check that health, death and respawn are shared.
When an NPC does nothing#
If Talk-to appears but no conversation opens, check the assigned Conversation and the scene’s DialogueManager/UI. If an enemy is missing entirely, check prefab registration and the spawn point before changing AI settings. If it appears but cannot act, check the grid, path service, ticks and player/session readiness.
For the next step, give your friendly NPC a shop or a small dialogue-driven quest.
