Character
Updated 2 weeks agoCharacter
Character is the base class that defines all creatures in Valheim.
Both Humanoid and Player inherit from Character, meaning they include all of the fields below in addition to their own extensions.
Character:
# NOTE: Player kill statistics use `name` as the key when recording counts
name: string # Display name
group: string # Same group overrides faction hostility
faction: Faction (enum) # See below, Creatures of the same faction are friendly
# Boss configuration
boss: boolean
dontHideBossHud: boolean
bossEvent: string # Environment override while boss is active
defeatSetGlobalKey: string # World modifier set on defeat
# AI & targeting
aiSkipTarget: boolean # If true, ignored as a target by other creatures
# Movement
crouchSpeed: float # Speed while crouched
walkSpeed: float # Speed while walking
speed: float
turnSpeed: float
runSpeed: float
runTurnSpeed: float
acceleration: float
# Jumping & air control
jumpForce: float
jumpForceForward: float
jumpForceTiredFactor: float # Jump force multiplier
airControl: float
jumpStaminaUsage: float
# Flying
flying: float
flySlowSpeed: float
flyFastSpeed: float
flyTurnSpeed: float
# Swimming
canSwim: float
swimDepth: float
swimSpeed: float
swimTurnSpeed: float
swimAcceleration: float
# Ground interaction
groundTilt: GroundTilt (enum) # See below
groundTiltSpeed: float
# Physics & scaling
disableWhileSleeping: boolean # Disable gravity & kinematics while sleeping
useAltStatusEffectScaling: boolean
# If true, targeting collider radius ignores local scale
# Environmental tolerances
tolerateWater: boolean
tolerateFire: boolean
tolerateSmoke: boolean
tolerateTar: boolean
# Effects
hitEffects: EffectList
critHitEffects: EffectList
backstabHitEffects: EffectList
deathEffects: EffectList
waterEffects: EffectList
tarEffects: EffectList
slideEffects: EffectList
jumpEffects: EffectList
flyingContinuousEffect: EffectList
pheromoneLoveEffect: EffectList
# Health & regeneration
health: float
regenAllHPTime: float # Time (seconds) to fully regenerate health
damageModifiers: DamageModifiers # See below
# Combat reactions
staggerWhenBlocked: boolean
staggerDamageFactor: float # Damage multiplier while staggered
# Player interaction
enemyAdrenalineMultiplier: float
# Multiplies adrenaline gained by players when hitting this creature
DamageModifiers
# DamageType: # DamageModifier:
blunt: Normal
slash: Resistant
pierce: Weak
chop: Immune
pickaxe: Ignore
fire: VeryResistant
frost: VeryWeak
lightning: SlightlyResistant
poison: SlightlyWeak
spirit:
Faction (enum)
Players
AnimalsVeg
Undead
Demon
MountainMonsters
SeaMonsters,
PlainsMonsters
Boss
MistlandsMonsters
Dverger
PlayerSpawned
TrainingDummy
GroundTilt (enum)
Movement behavior on tilted ground
None
Pitch
Full
PitchRaycast
FullRaycast
Flying
Humanoid
Humanoid inherits from Character, so all Character fields are also part of Humanoid.
In addition, it includes the following fields for controlling attacks, equipment, and effects:
# Lists of attacks and equipment configurations
# Default attacks linked to items. Modify this to control which attacks the Humanoid can perform.
# Each attack references a specific item. The string list can contain multiple instances of the same attack.
# NOTE: Modifying ItemData affects all items with the same prefab name.
defaultItems: List<string>
# Randomized equipment choices
randomWeapon: List<string>
randomArmor: List<string>
randomShield: List<string>
randomSets: List<ItemSet> # Alternative attack setups
randomItems: List<RandomItem>
# Effects applied in various situations
consumeItemEffects: EffectList
equipEffects: EffectList
perfectBlockEffect: EffectList
# Direct list of attack ItemData
# NOTE: Player clones should not use this list. They use player items (e.g., SwordIron) as attacks.
# Changing this will affect player items globally.
attacks: List<ItemData>
ItemSet
name: string
items: List<string>
RandomItem
prefab: string
chance: float