| Latest version | 1.0.0 |
|---|---|
| Minimum Core | 13 |
| Compatible Core | 14 |
| Last updated | 12 hours ago |
| Created | 12 hours ago |
| Authors |
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| Languages |
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| Systems | All systems |
| Project source | Project URL |

Smart Combat NPC is a module that fully automates an NPCs turn (hostile or Friendly) in FoundryVTT v13 & v14, for the D&D5e system, allowing GMs / DMs to focus on one or more specific NPCs to focus on, whilst letting the module controls the other smaller enemies.
On each NPC (their token, not actor sheet), the module handles:
All behavior can be changed via the settings, which are on a per-token basis, so you can change any and all behavior of the AI based on the specific token (or simply set a general baseline of settings for one token, and then duplicate that token so that all NPCs have the same settings).
To see the full system breakdown and specifications, see the Technical Design Document (TDD) linked here: https://docs.google.com/document/d/1vvweEMDxzEXT4hvbztq1ueANC-u8hMRmjV9iMTZ-b6s/edit?usp=sharing
DISLCAIMER:
Smart Combat NPC is a Behavior Tree AI (behavior-driven system), that performs specific actons based on variables and values. It is NOT and does NOT run on any generative AI like Claude, Gemini, or ChatpGPT.
This will open the settings menu for the AI.
As mentioned above, AI settings are PER-TOKEN, if you want to a group of enemies (e.g. 5 Goblins) who all share the same settings, simply set all the specific settings for the AI and then duplicate the token as many times as you want / need.

There are a few specific things you need to know to not run into any issues down the line.
Generally speaking, all settings and options have text explaining what they do, but the below listed things are still imporant to read.
Below here I talk about all main things.
Pathfinding for the AI works in the sense of the AI moving across the scene, and striclty avoiding walls.
The AI will treat walls like a PC (Player Character) would, not being able to walk through one, and thus walk around it.
if you have a battlemap which features off-limit areas / restricted areas (e.g. a lava lake, ravine, hole, etc) where you DO NOT want the AI to walk to, you have to do the following:
This will make it so an invisible wall exists on the scene, where NPCs and AI tokens are not able to walk through.
This is important to do, as without it, the AI (depending on its settings) will simply walk across the scene to reach its target, which can mean it walking onto an area it would not be able to walk onto in-game.

When setting up an AI for an NPC (friendly or hostile), it is important you do not enable conflicting settings (per se).
One example would be:
Having these two settings on will result in the AI targeting the nearest opponent, but not moving towards them to attack, which can cause confusion for DMs.
So, ensure you go through every single setting, and tweak all of them to ensure there are no conflicts / weird behaviors you have set that could cause confusion during sessions.
You can install this package directly to your Forge account.