--- name: blazium-behavior pack: content --- # blazium-behavior GDScript behavior trees and utility scores. Engine baseline: **Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`)**. Use APIs that exist on `blazium_4.8`. ## Why Many NPCs need a priority tick or a scored choice. That is not the native GOAP planner. ## What Blackboard, sequence, selector, leaf `tick`, 0–1 utility curves. **Non-goals:** `BlaziumGoapAgent`, nav baking, animation trees. ## How 1. Confirm it is not GOAP. 2. Tick after physics. 3. Leaves delegate movement. 4. Autowork a forced selector branch and a score change. ## Reasoning `blazium-goap` owns `BlaziumGoap*`. This skill owns handwritten tick trees so the router does not load the planner for a patrol selector. ## Sources - Blazium: GDScript `Node` composition. No behavior-tree class. ## Limits Do not invent `BlaziumBehaviorTree`. Pin Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`). ## Related skills - `blazium-goap` — planner - `blazium-navigation` — movement leaves