Player Character Rendering

Controls how the main player character is rendered. This is independent of NPC template settings.

Technique readiness No skeleton selected
Choose a skeleton to inspect available animation intents and body-part compatibility.
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    Total Templates
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    Monsters
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    Shopkeepers
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    Quest Givers
    ID ▲ Sprite Name ▲ Tags HP ▲ Damage ▲ Active Actions
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    Edit NPC Template

    Tags

    Tags define NPC behaviors and determine required properties.

    Tag-Required Properties

    Properties required by selected tags, including speech, triggers, and behavior-specific settings. Fields marked with * are required.

    Select tags above to see required properties.

    Custom Properties

    Add additional custom key-value pairs not defined by tags.

    Animation Technique

    Choose how this NPC gets its animation frames and motion. Both paths stay available and switching only changes the active runtime technique.

    Canonical sprite key used by runtime loading, deep-links, and previews.
    × px
    Target frame dimensions for AI generation, previewing, and atlas display scale.
    Author frame-based animations, sheets, and versions in the dedicated workspace. Animation Workspace (Sprite Sheets) → Skeleton Editor (Bones)
    Unsaved changes
    sprite
    ×
    --
    Select a template to edit animations
    Select an animation slot from the grid

    Animation

    Sheet: main
    FPS: -- (auto)
    Configured Frames
    No frames configured

    Live Preview

    Ready
    Select a skeleton and body part set, then open the bones workflow for pose authoring. Skeleton Editor (Bones) → Animation Workspace (Sprite Sheets)
    Reusable bone hierarchy used to drive pose-based animation.
    Filtered to the selected skeleton so incompatible sets are hidden.
    Technique readiness No skeleton selected
    Choose a skeleton to inspect available animation intents and body-part compatibility.

      Health & Combat

      NPC Equipment

      Configure equipment for humanoid NPCs (banker, guard, shopkeeper, etc.). Equipment uses the player sprite system.

      No equipment configured.

      Ability List

      No abilities configured. Add abilities from the ability editor.
      Abilities the NPC can use during combat. Priority determines use order (lower = use first).

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