> ## Documentation Index
> Fetch the complete documentation index at: https://docs.humalike.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Gameplay systems

> NPC actions, following, vehicles, injuries, jobs, inventory, and dispatch.

HumaLike turns conversation decisions into validated FiveM actions. Built-in
actions cover common character behavior; providers connect server-specific
inventory, dispatch, and gameplay systems.

## Built-in actions

| Action                | Result                                           |
| --------------------- | ------------------------------------------------ |
| `wave`                | Play a short wave.                               |
| `start_dancing`       | Begin a sustained dance.                         |
| `interrupt_animation` | Interrupt the current animation.                 |
| `kneel`               | Enter a sustained kneeling pose.                 |
| `hands_up`            | Raise hands.                                     |
| `punch`               | Attempt a close-range punch.                     |
| `stand_up`            | Leave a seated or downed state.                  |
| `follow_player`       | Follow the requesting player.                    |
| `stop_following`      | Stop following.                                  |
| `hold_position`       | Remain at the current position.                  |
| `release_movement`    | Return movement control to normal AI behavior.   |
| `enter_vehicle`       | Enter an available seat in the player's vehicle. |
| `exit_vehicle`        | Leave the current vehicle.                       |
| `walk_away`           | Move away and finish at a safe distance.         |

`give_item` becomes available when an inventory provider is selected. Custom
action providers can add server-specific action keys.

## Following and vehicles

Only the relevant player relationship is used when prioritizing a following
NPC. The NPC adjusts pace when it falls behind and can enter or exit vehicles
through explicit actions. Following and vehicle state also influence
[voice targeting](/ai-npc/voice).

## Inventory

Inventory providers implement server-authoritative item delivery. HumaLike
validates the action and delegates the final item operation to the selected
provider. A custom inventory provider must return `true` only after it has
accepted the item.

Never trust item names, quantities, or metadata from an unvalidated client
event. Apply server-specific allowlists in your bridge when needed.

## Injuries and death

When enabled, NPC damage produces structured wounds. An NPC may enter a wounded
state, require treatment, or die according to server configuration. Authorized
medic and police jobs receive interactions through the selected interaction
provider.

Treatment is validated on the server by player identity, job, duty state,
distance, and the current NPC state.

## Dispatch

Medical incidents can call the selected dispatch provider after a configured
delay and chance. HumaLike supplies a neutral kind and payload; the bridge
translates them to the server's dispatch resource.

## Custom behavior

Keep rewards, economy changes, server-specific animations, dispatch codes, and
job rules in a separate integration resource. See the
[provider API](/ai-npc/integrations/provider-api).

## Next

* [Configure medical gameplay](/ai-npc/configuration#wounded-and-medical-gameplay).
* [Build a custom bridge](/ai-npc/integrations/custom-bridge).
* [Add a custom action provider](/ai-npc/integrations/provider-api#action-descriptor).
