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Agent Skill · 研究检索

hytale-custom-entities(hytale 自定义实体)

hytale-custom-entities 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

hytale-custom-entities 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证为 MIT,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 57,350。

总安装 436周安装 18GitHub Stars 3下载 143核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:hytale-custom-entities(hytale 自定义实体)
来源仓库:https://github.com/mnkyarts/hytale-skills
仓库路径:skills/hytale-custom-entities
安装命令:
npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

hytale-custom-entities 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。适用于实体管理、数据建模和自定义对象处理等场景,帮助 Agent 获取相关信息。

通过 npx skills add 命令从指定 GitHub 仓库安装,需结合原始 README 核验具体用法和功能细节。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写操作。可结合来源仓库和 SKILL.md 继续核验具体用法,确保与当前宿主环境兼容。

来源仓库内路径:skills/hytale-custom-entities

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-e…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

hytale-custom-entities 怎么安装?

在终端执行 npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

hytale-custom-entities 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

hytale-custom-entities 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities;npx skills add mnkyarts/hytale-skills --skill "hytale-custom-entities" 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

hytale-custom-entities 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

hytale-custom-entities 用的人多吗?

公开数据是累计安装 436 次,近一周安装 18 次,下载 143 次,GitHub 3 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

hytale-custom-entities 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
hytale-custom-entities

hytale 自定义实体 · 本页

4363执行命令MIT通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Creating Custom Hytale Entities

Complete guide for defining custom entities with AI, components, spawning, and animations.

When to use this skill

Use this skill when:

  • Creating new entity types (mobs, NPCs, creatures)
  • Designing AI behaviors with sensors and actions
  • Setting up entity spawning rules
  • Adding custom entity components
  • Configuring entity animations and models
  • Creating interactive NPCs

Entity Architecture Overview

Hytale uses an ECS (Entity Component System) architecture:

  • Entity: Container with unique ID
  • Components: Data attached to entities
  • Systems: Logic that processes components

Entity Hierarchy

Entity
├── LivingEntity (has health, inventory, stats)
│   ├── Player
│   └── NPCEntity (has AI role, pathfinding)
├── BlockEntity (block-attached entities)
├── ProjectileEntity
└── ItemEntity (dropped items)

Entity Asset Structure

my-plugin/
└── assets/
    └── Server/
        └── Content/
            ├── Entities/
            │   └── my_creature.entity
            ├── Roles/
            │   └── my_creature_role.role
            └── Spawns/
                └── my_creature_spawn.spawn

Basic Entity Definition

File: my_creature.entity

{
  "DisplayName": {
    "en-US": "Custom Creature"
  },
  "Model": "MyPlugin/Models/custom_creature",
  "Health": 20,
  "MovementSpeed": 1.0,
  "Role": "MyPlugin:CustomCreatureRole",
  "Tags": {
    "Type": ["Monster", "Hostile"]
  }
}

Entity Properties Reference

Core Properties

PropertyTypeDescription
DisplayNameLocalizedStringEntity name
ModelStringModel asset reference
HealthFloatMaximum health
RoleStringAI role reference
TeamStringTeam/faction ID
TagsObjectClassification tags

Physical Properties

PropertyTypeDefaultDescription
MovementSpeedFloat1.0Base move speed
BoundingBoxObjectautoCollision box
MassFloat1.0Physics mass
GravityFloat1.0Gravity multiplier
CanSwimBooleanfalseCan swim in water
CanFlyBooleanfalseCan fly
StepHeightFloat0.5Max step-up height

Combat Properties

PropertyTypeDescription
AttackDamageFloatBase attack damage
AttackSpeedFloatAttacks per second
AttackRangeFloatMelee attack range
ArmorFloatDamage reduction
KnockbackResistanceFloatKnockback reduction

Visual Properties

PropertyTypeDescription
ScaleFloatModel scale
RenderDistanceFloatMax render distance
ShadowSizeFloatShadow radius
GlowColorColorOutline glow color
ParticlesStringAmbient particles

AI Role System

NPCs are controlled by Roles containing Instructions with:

  • Sensors: Conditions for activation
  • BodyMotion: Movement behavior
  • HeadMotion: Look behavior
  • Actions: Effects to execute

Basic Role Definition

File: my_creature_role.role

{
  "MotionController": "Walk",
  "DefaultInstruction": {
    "Sensor": {
      "Type": "Always"
    },
    "BodyMotion": {
      "Type": "Wander",
      "Speed": 0.5,
      "Radius": 10
    },
    "HeadMotion": {
      "Type": "Nothing"
    }
  },
  "Instructions": [
    {
      "Priority": 10,
      "Sensor": {
        "Type": "SensorPlayer",
        "Range": 15,
        "Condition": "Visible"
      },
      "BodyMotion": {
        "Type": "Pursue",
        "Target": "Player",
        "Speed": 1.0
      },
      "HeadMotion": {
        "Type": "Watch",
        "Target": "Player"
      },
      "Actions": [
        {
          "Type": "Attack",
          "Range": 2.0,
          "Damage": 5,
          "Cooldown": 1.0
        }
      ]
    }
  ]
}

Motion Controllers

ControllerDescription
WalkGround-based movement
FlyAerial movement
DiveSwimming movement
HoverStationary flight

Sensor Types

SensorDescriptionParameters
AlwaysAlways true-
NeverAlways false-
RandomRandom chanceChance
SensorPlayerDetect playersRange, Condition
SensorEntityDetect entitiesRange, EntityType, Tags
SensorDamageWhen damagedThreshold
SensorHealthHealth checkBelow, Above
SensorTimeTime of dayDayTime, NightTime
SensorNavNavigation stateHasPath, AtDestination
SensorDistanceDistance checkTarget, Min, Max

Body Motion Types

MotionDescriptionParameters
WanderRandom wanderingSpeed, Radius, IdleTime
PursueChase targetTarget, Speed, StopDistance
FleeRun from targetTarget, Speed, SafeDistance
MoveToGo to positionPosition, Speed
MoveAwayMove awayTarget, Distance
PatrolFollow pathWaypoints, Speed
CircleCircle targetTarget, Radius, Speed
StayDon't move-
TakeOffStart flying-
LandStop flying-
TeleportInstant movePosition

Head Motion Types

MotionDescriptionParameters
WatchLook at targetTarget
AimAim at targetTarget, Offset
LookLook directionDirection
NothingDon't control head-

Action Types

ActionDescriptionParameters
AttackMelee attackDamage, Range, Cooldown
RangedAttackProjectile attackProjectile, Speed, Cooldown
ApplyEntityEffectApply effectEffect, Duration, Target
PlaySoundPlay soundSound, Volume
SpawnEntitySpawn entityEntity, Count
SetStatModify statStat, Value
SetFlagSet flagFlag, Value
NotifyTrigger eventEvent, Data
WaitDelayDuration

Complex AI Example

Aggressive mob with multiple behaviors:

{
  "MotionController": "Walk",
  "CombatRange": 2.0,
  "AggroRange": 20,
  "LeashRange": 40,

  "DefaultInstruction": {
    "Sensor": { "Type": "Always" },
    "BodyMotion": {
      "Type": "Wander",
      "Speed": 0.4,
      "Radius": 15,
      "IdleTime": { "Min": 2, "Max": 5 }
    },
    "HeadMotion": { "Type": "Nothing" }
  },

  "Instructions": [
    {
      "Name": "ReturnToLeash",
      "Priority": 100,
      "Sensor": {
        "Type": "SensorDistance",
        "Target": "LeashPosition",
        "Min": 40
      },
      "BodyMotion": {
        "Type": "MoveTo",
        "Target": "LeashPosition",
        "Speed": 1.5
      }
    },
    {
      "Name": "AttackPlayer",
      "Priority": 50,
      "Sensor": {
        "Type": "And",
        "Sensors": [
          {
            "Type": "SensorPlayer",
            "Range": 2.5,
            "Condition": "Visible"
          },
          {
            "Type": "SensorCooldown",
            "Cooldown": "AttackCooldown",
            "Ready": true
          }
        ]
      },
      "BodyMotion": { "Type": "Stay" },
      "HeadMotion": {
        "Type": "Aim",
        "Target": "Player"
      },
      "Actions": [
        {
          "Type": "Attack",
          "Damage": 8,
          "Animation": "attack_swing"
        },
        {
          "Type": "SetCooldown",
          "Cooldown": "AttackCooldown",
          "Duration": 1.5
        }
      ]
    },
    {
      "Name": "ChasePlayer",
      "Priority": 40,
      "Sensor": {
        "Type": "SensorPlayer",
        "Range": 20,
        "Condition": "Visible"
      },
      "BodyMotion": {
        "Type": "Pursue",
        "Target": "Player",
        "Speed": 1.0,
        "StopDistance": 1.5
      },
      "HeadMotion": {
        "Type": "Watch",
        "Target": "Player"
      }
    },
    {
      "Name": "FleeWhenLow",
      "Priority": 60,
      "Sensor": {
        "Type": "And",
        "Sensors": [
          { "Type": "SensorHealth", "Below": 0.25 },
          { "Type": "SensorPlayer", "Range": 15 }
        ]
      },
      "BodyMotion": {
        "Type": "Flee",
        "Target": "Player",
        "Speed": 1.3,
        "SafeDistance": 25
      }
    }
  ]
}

Entity Spawning

Define where and when entities spawn:

Spawn Point Configuration

File: my_creature_spawn.spawn

{
  "Entity": "MyPlugin:CustomCreature",
  "SpawnWeight": 10,
  "GroupSize": { "Min": 1, "Max": 3 },
  "SpawnConditions": {
    "Biomes": ["Plains", "Forest"],
    "TimeOfDay": {
      "Start": 0.75,
      "End": 0.25
    },
    "LightLevel": { "Max": 7 },
    "MoonPhase": ["Full", "Waning"],
    "Weather": ["Clear", "Cloudy"],
    "Surface": true
  },
  "SpawnCooldown": 300,
  "MaxNearby": 4,
  "NearbyCheckRadius": 32
}

Spawn Beacon (Block-based spawning)

{
  "Type": "Beacon",
  "Entity": "MyPlugin:CustomCreature",
  "SpawnRadius": 10,
  "SpawnInterval": 100,
  "MaxSpawns": 5,
  "DespawnDistance": 64,
  "RequiredBlock": "MyPlugin:SpawnerBlock"
}

Custom Entity Components

Create custom data components:

Component Definition

public class MyEntityData implements Component<EntityStore> {
    public static final BuilderCodec<MyEntityData> CODEC = BuilderCodec.builder(
        Codec.INT.required().fieldOf("Level"),
        Codec.STRING.optionalFieldOf("CustomName", ""),
        Codec.BOOL.optionalFieldOf("IsEnraged", false)
    ).constructor(MyEntityData::new);

    private int level;
    private String customName;
    private boolean isEnraged;

    public MyEntityData() {
        this(1, "", false);
    }

    public MyEntityData(int level, String customName, boolean isEnraged) {
        this.level = level;
        this.customName = customName;
        this.isEnraged = isEnraged;
    }

    // Getters and setters
    public int getLevel() { return level; }
    public void setLevel(int level) { this.level = level; }
    public String getCustomName() { return customName; }
    public void setCustomName(String name) { this.customName = name; }
    public boolean isEnraged() { return isEnraged; }
    public void setEnraged(boolean enraged) { this.isEnraged = enraged; }
}

Component Registration

@Override
protected void setup() {
    ComponentType<EntityStore, MyEntityData> myDataType =
        getEntityStoreRegistry().registerComponent(
            MyEntityData.class,
            "myPluginEntityData",
            MyEntityData.CODEC
        );
}

Custom Entity Systems

Process entities with matching components:

Tick System

public class EnrageSystem extends TickSystem<EntityStore> {
    private ComponentAccess<EntityStore, MyEntityData> myData;
    private ComponentAccess<EntityStore, HealthComponent> health;

    @Override
    protected void register(Store<EntityStore> store) {
        myData = registerComponent(MyEntityData.class);
        health = registerComponent(HealthComponent.class);
    }

    @Override
    public void tick(
        int index,
        ArchetypeChunk<EntityStore> chunk,
        Store<EntityStore> store,
        CommandBuffer<EntityStore> buffer
    ) {
        MyEntityData data = myData.get(chunk, index);
        HealthComponent hp = health.getOptional(chunk, index);

        if (hp != null && hp.getPercent() < 0.25f && !data.isEnraged()) {
            data.setEnraged(true);
            // Apply enrage buff
        }
    }
}

Event System

public class MyDamageHandler extends EntityEventSystem<EntityStore, Damage> {
    private ComponentAccess<EntityStore, MyEntityData> myData;

    public MyDamageHandler() {
        super(Damage.class);
    }

    @Override
    protected void register(Store<EntityStore> store) {
        myData = registerComponent(MyEntityData.class);
    }

    @Override
    public void handle(
        int index,
        ArchetypeChunk<EntityStore> chunk,
        Store<EntityStore> store,
        CommandBuffer<EntityStore> buffer,
        Damage damage
    ) {
        MyEntityData data = myData.getOptional(chunk, index);
        if (data != null && data.isEnraged()) {
            // Reduce damage when enraged
            damage.setAmount(damage.getAmount() * 0.5f);
        }
    }
}

Entity Registration in Plugin

@Override
protected void setup() {
    // Register components
    ComponentType<EntityStore, MyEntityData> dataType =
        getEntityStoreRegistry().registerComponent(
            MyEntityData.class,
            "myEntityData",
            MyEntityData.CODEC
        );

    // Register systems
    getEntityStoreRegistry().registerSystem(new EnrageSystem());
    getEntityStoreRegistry().registerSystem(new MyDamageHandler());

    // Register custom sensors
    getCodecRegistry(Sensor.CODEC).register(
        "MySensor", MySensor.class, MySensor.CODEC
    );

    // Register custom actions
    getCodecRegistry(Action.CODEC).register(
        "MyAction", MyAction.class, MyAction.CODEC
    );
}

NPC Interactions

Create interactive NPCs:

{
  "DisplayName": { "en-US": "Village Merchant" },
  "Model": "MyPlugin/Models/merchant",
  "Role": "MyPlugin:MerchantRole",
  "IsInteractable": true,
  "Interactions": {
    "Use": "MyPlugin:OpenShop"
  },
  "DialogueTree": "MyPlugin:MerchantDialogue",
  "Schedule": {
    "06:00-18:00": "WorkAtShop",
    "18:00-22:00": "Wander",
    "22:00-06:00": "Sleep"
  }
}

Complete Example: Boss Entity

{
  "DisplayName": {
    "en-US": "Shadow Guardian"
  },
  "Description": {
    "en-US": "Ancient protector of the dark temple"
  },
  "Model": "MyPlugin/Models/shadow_guardian",
  "Scale": 2.0,
  "Health": 500,
  "Armor": 10,
  "AttackDamage": 20,
  "MovementSpeed": 0.8,
  "KnockbackResistance": 0.8,
  "Role": "MyPlugin:ShadowGuardianRole",
  "BossBar": {
    "Enabled": true,
    "Color": "Purple",
    "Style": "Notched"
  },
  "Loot": "MyPlugin:ShadowGuardianLoot",
  "DeathSound": "MyPlugin/Sounds/boss_death",
  "AmbientSound": {
    "Sound": "MyPlugin/Sounds/dark_ambient",
    "Interval": 5
  },
  "Particles": "MyPlugin/Particles/shadow_aura",
  "GlowColor": { "R": 0.5, "G": 0.0, "B": 0.8 },
  "Tags": {
    "Type": ["Boss", "Undead", "Hostile"]
  }
}

Troubleshooting

Entity Not Spawning

  1. Check spawn conditions match environment
  2. Verify spawn weight is > 0
  3. Check MaxNearby limit
  4. Ensure biome/time conditions are met

AI Not Working

  1. Verify Role reference is correct
  2. Check sensor conditions are achievable
  3. Ensure instruction priorities are ordered
  4. Debug with /npc debug command

Components Not Saving

  1. Ensure CODEC is defined correctly
  2. Register with unique string ID
  3. Check serialization in logs

See references/entity-components.md for built-in components. See references/ai-sensors.md for all sensor types. See references/ai-actions.md for all action types.

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安全审计

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通过

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通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-entities;npx skills add mnkyarts/hytale-skills --skill "hytale-custom-entities" 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

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