What problem does it solve? Designing believable enemy, boss, companion, or civilian AI in Godot is hard: NPCs often feel unfair (360° perception, instant attacks) or boring (every spawned instance behaves identically). This Skill walks you through a canonical NPC architecture — perception, personality knobs, an intent layer above an action state machine, telegraphed attacks, and planned defeat handling — and outputs a working GDScript stub plus scene node tree. ## Core Features & Use Cases - Layered AI architecture: Separates an intent layer (IDLE / PATROL / INVESTIGATE / HUNT / KILL / RETREAT / RESCUE_ALLY) from a four-state action state machine (Calm / Alert / Aggressive / Defeated) so behavior stays maintainable. - Personality-driven variety: Four jittered knobs (aggression, patience, caution, punishment) make a squad of identical enemies produce emergent roles like sniper, anchor, flanker, and berserker with zero extra authoring. - Engine-integrated building: Uses Summer MCP tools (summer_add_node, summer_set_prop, summer_connect_signal, summer_save_scene) to construct the CharacterBody3D + Vision Area3D + Sight RayCast3D node tree directly in the scene, with a .tscn text fallback. - Use Case: Ask your agent to design a patrol-and-chase enemy for your Godot 4 project; it proposes the archetype, builds the scene nodes, drops a tuned enemy_ai.gd script with telegraphs scaled by aggression, and verifies it with script-error checks and playtesting. ## Quick Start Ask your AI agent to design a basic patrol-and-chase enemy with personality variation and telegraphed attacks for your Godot project.