MCPInstall

roblox-npc-ai

NPCs and enemy AI - PathfindingService (CreatePath, ComputeAsync, costs, modifiers, links, blocked paths), chase/follow loops, state machines, perception and line of sight, spawning/pooling, scaling to many NPCs. Use when creating enemies, pets, followers, shopkeepers, wave spawners, or fixing NPCs that get stuck, jitter, or lag the server.

Installs
434
Last 24h
+22
Trending rank
#5606
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-npc-ai
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads roblox-npc-ai automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

NPCs and AI

Architecture

  • NPC logic runs on the server (authoritative targets, damage, drops). Visual extras (idle animations, nameplates, effects) can run on clients.
  • One NPC service drives all NPCs from a single loop (e.g. 5–10 Hz "think" rate, staggered), not one script + while true per NPC. Tag NPC models (CollectionService) and keep per-NPC state in a table.
  • Server-owned physics: npc.PrimaryPart:SetNetworkOwner(nil) after spawning, so NPCs don't stutter when ownership moves between nearby players (and exploiters can't push them).
  • Use Humanoid for NPCs that need walking/jumping/climbing; for simple movers (turrets, floating enemies, crowds) use an AnimationController + Animator and move with constraints or CFrames.

Pathfinding

--!strict
local PathfindingService = game:GetService("PathfindingService")

local path = PathfindingService:CreatePath({
	AgentRadius = 2,
	AgentHeight = 5,
	AgentCanJump = true,
	AgentCanClimb = false,
	WaypointSpacing = 4,
	Costs = {
		Water = 20, -- avoid water (Enum.Material name)
		DangerZone = math.huge, -- PathfindingModifier.Label: never cross
	},
})

-- Walk `humanoid` to `goal`. Returns true on arrival, false if unreachable or interrupted.
local function walkTo(humanoid: Humanoid, goal: Vector3): boolean
	local root = humanoid.RootPart
	if not root then
		return false
	end
	local ok = pcall(function()
		path:ComputeAsync(root.Position, goal)
	end)
	if not ok or path.Status ~= Enum.PathStatus.Success then
		return false -- NoPath: try a fallback (direct MoveTo, new goal, teleport if stuck long)
	end

	local waypoints = path:GetWaypoints()
	local blocked = false
	local blockedConnection = path.Blocked:Connect(function(blockedIndex)
		blocked = true -- an obstacle appeared on a waypoint ahead; caller recomputes
		print("path blocked at waypoint", blockedIndex)
	end)

	for index = 2, #waypoints do
		local waypoint = waypoints[index]
		if waypoint.Action == Enum.PathWaypointAction.Jump then
			humanoid.Jump = true
		end
		humanoid:MoveTo(waypoint.Position)
		local reached = humanoid.MoveToFinished:Wait() -- false after 8 s timeout
		if not reached or blocked or humanoid.Health <= 0 then
			blockedConnection:Disconnect()
			return false
		end
	end
	blockedConnection:Disconnect()
	return true
end

return walkTo
  • CreatePath + ComputeAsync is the current API (FindPathAsync is superseded). Reuse Path objects per agent type; ComputeAsync yields — never call it every frame for every NPC.
  • Chasing moving targets: recompute when the target moved more than a few studs since the last compute or every ~0.5–1 s, and skip pathfinding entirely when there's a clear line of sight (workspace:Raycast from NPC to target) — just MoveTo the target.
  • PathfindingModifier (child of a part/region, Label matching a Costs key, PassThrough for doors) and PathfindingLink (between two attachments, e.g. ladders, teleporters, boats; the waypoint has Label and Action = Custom) shape paths.
  • Limits: start→goal straight-line distance ≤ 3,000 studs, 20,000-node budget; far goals need intermediate targets. Visualize the navmesh with Studio's Navigation Mesh visualization option.
  • On clients, pathfinding sees only streamed-in geometry: compute paths on the server.

Behavior: state machine

--!strict
type State = "Idle" | "Chase" | "Attack" | "Return"

type Npc = {
	model: Model,
	humanoid: Humanoid,
	home: Vector3,
	state: State,
	target: Model?,
	lastAttack: number,
}

local AGGRO_RANGE = 40
local ATTACK_RANGE = 5
local LEASH_RANGE = 80
local ATTACK_COOLDOWN = 1.2

local losParams = RaycastParams.new()
losParams.FilterType = Enum.RaycastFilterType.Exclude

local function hasLineOfSight(from: Vector3, target: BasePart, ignore: { Instance }): boolean
	losParams.FilterDescendantsInstances = ignore
	local result = workspace:Raycast(from, target.Position - from, losParams)
	return result == nil or result.Instance:IsDescendantOf(target.Parent :: Instance)
end

local function think(npc: Npc, findTarget: (Vector3, number) -> Model?)
	local root = npc.humanoid.RootPart
	if not root or npc.humanoid.Health <= 0 then
		return
	end
	local targetRoot = npc.target and npc.target:FindFirstChild("HumanoidRootPart") :: BasePart?
	local distance = if targetRoot then (targetRoot.Position - root.Position).Magnitude else math.huge

	if npc.state == "Idle" then
		npc.target = findTarget(root.Position, AGGRO_RANGE)
		if npc.target then
			npc.state = "Chase"
		end
	elseif npc.state == "Chase" then
		if not targetRoot or (root.Position - npc.home).Magnitude > LEASH_RANGE then
			npc.state = "Return"
		elseif distance <= ATTACK_RANGE then
			npc.state = "Attack"
		elseif hasLineOfSight(root.Position, targetRoot, { npc.model }) then
			npc.humanoid:MoveTo(targetRoot.Position)
		end -- else: request a path (throttled) via walkTo in a separate thread
	elseif npc.state == "Attack" then
		if not targetRoot or distance > ATTACK_RANGE * 1.5 then
			npc.state = "Chase"
		elseif os.clock() - npc.lastAttack >= ATTACK_COOLDOWN then
			npc.lastAttack = os.clock()
			local targetHumanoid = npc.target and npc.target:FindFirstChildOfClass("Humanoid")
			if targetHumanoid then
				targetHumanoid:TakeDamage(10)
			end
		end
	elseif npc.state == "Return" then
		npc.target = nil
		npc.humanoid:MoveTo(npc.home)
		if (root.Position - npc.home).Magnitude < 4 then
			npc.state = "Idle"
		end
	end
end

return think

For complex AI (many behaviors, priorities), use a behavior tree or utility AI; keep the same "think at a fixed rate, act through small primitives" structure. See references/scaling-npcs.md for spawning, pooling, and performance with hundreds of NPCs.

Perception tips

  • Find targets with workspace:GetPartBoundsInRadius against a collision group/filter containing only characters, or iterate Players:GetPlayers() (cheaper for small counts) and compare squared distances.
  • Add reaction delays and field-of-view checks (root.CFrame.LookVector:Dot(direction.Unit) > 0.5) so NPCs feel fair.
  • Stagger thinking: npcIndex % 5 == frame % 5 spreads work across frames.

Related skills

roblox-characters-animation (humanoids, animation), roblox-physics (ownership, raycasts), roblox-performance (profiling, parallel Luau), roblox-game-systems (waves, combat, drops).

FAQ

What does the roblox-npc-ai skill do?

NPCs and enemy AI - PathfindingService (CreatePath, ComputeAsync, costs, modifiers, links, blocked paths), chase/follow loops, state machines, perception and line of sight, spawning/pooling, scaling to many NPCs. Use when creating enemies, pets, followers, shopkeepers, wave spawners, or fixing NPCs that get stuck, jitter, or lag the server.

How do I install roblox-npc-ai?

Run npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-npc-ai in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/roblox-npc-ai/ (personal) or .claude/skills/roblox-npc-ai/ (project).

Which AI agents can use roblox-npc-ai?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is roblox-npc-ai safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains roblox-npc-ai?

It is published by el4cteo in el4cteo/roblox-skills. It has 434 recorded installs.

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