Combat Behaviors

Combat Behaviors are what are used to control AI during combat. AI Brains will pick an AI Behavior and a target for the AI Behavior to initiate combat. In the Brain above the AI simply stands in one place until it detects an entity that has a very negative reputation with the faction that the AI is part of. Then the brain uses the Set combat target action to set the combat target for the AI to the entity that it last detected. Then it uses the Set combat behaviors action to set the combat behavior to the combat behavior called blocking.

Edit combat behaviors
Go to the Gameplay tab and then click Edit combat behaviors to bring up the edit combat behaviors dialog. A combat behaviors is a list of combat behaviors that an AI selects from to decide what to do in combat in different situations. This is the list of decisions for a particular AI behavior.
 * Add decision This opens a dialog with a list of the available behaviors to choose from. The chosen behavior will be added.
 * Remove decision This removes the selected decision.


 * Move up This moves the selected decision up one row. Evaluation of decisions start at the top and go down until one is found whose requirement evaluates to true and whose priority is the highest.

Multiple behaviors can be added to one decision. If there is more than 1 than the behaviors are run in order that they are added. Each behavior will run after the other. For example you could have a decision that parries and then immediately follows up with an attack.
 * Move down This moves the selected decision down one row. Evaluation of decisions start at the top and go down until one is found whose requirement evaluates to true and whose priority is the highest.

Available Combat Behaviors
Attack behavior

Block behavior

Block close distance behavior

Block move back behavior

Block strafe left behavior

Block strafe right behavior

Cast spell behavior

Close distance behavior

Custom attack behavior

Dodge back behavior

Dodge left behavior

Dodge right behavior

Kick behavior

Move away behavior

Move back behavior

Move left behavior

Move right behavior

Move to line of sight behavior

Parry behavior

Power attack behavior

Strafe left behavior

Strafe right behavior

Use item behavior

Wait behavior