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| <table class="wikitable">
| | #REDIRECT [[Modding:Entity_Behaviors]] |
| <tr style="background-color: grey;">
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| <th style="background-color: grey;">Name</th>
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| <th style="background-color: grey;">Explanation</th>
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| <th style="background-color: grey;">Properties</th>
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| <th style="background-color: grey;">Side</th>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>collectitems</code></td>
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| <td>The entity collections items laying around on the ground. Used by player</td>
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| <td></td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>health</code></td>
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| <td>Applies custom health to the entity. Means the entity can be hurt as well.</td>
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| <td>currenthealth = 20, maxhealth = 20, basemaxhealth = 20</td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>hunger</code></td>
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| <td>Adds saturation and hunger, the entity needs to eat in order to stay alive.</td>
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| <td>currentsaturation = 1200, maxsaturation = 1200, saturationlossdelay = 60 * 24, currentfruitLevel = 0, currentvegetableLevel = 0, currentgrainLevel = 0, currentproteinLevel = 0, currentdairyLevel = 0</td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>breathe</code></td>
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| <td>The entity will need to breathe and therefore suffocate in other blocks (for example sand).</td>
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| <td></td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>playerphysics</code></td>
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| <td>Makes an entity controllable by a player.</td>
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| <td>stepHeight = 0.6</td>
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| <td>Universal</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>controlledphysics</code></td>
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| <td>Can be controlled by a player.</td>
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| <td>stepHeight = 0.6</td>
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| <td>Universal</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>taskai</code></td>
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| <td>Allows you to specify tasks.</td>
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| <td></td>
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| <td></td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>interpolateposition</code></td>
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| <td>Interpolates entity position and rotate. Smooths out the animations. It's a visual effect, therefore not available on server side.</td>
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| <td></td>
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| <td>Client</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>despawn</code></td>
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| <td>The entity will despawn under given circumstances.</td>
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| <td>minPlayerDistance, belowLightLevel, minSeconds = 30</td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>grow</code></td>
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| <td>The entity will grow and eventually turn into one of its adults.</td>
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| <td>hoursToGrow = 96, adultEntityCodes = [], </td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>multiply</code></td>
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| <td>A pack of wolves for example grows in size over time (new babies are born).</td>
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| <td>pregnancyDays = 3.0, spawnEntityCode, requiresNearbyEntityCode, requiresNearbyEntityRange = 5,
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| multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2,
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| requiresFood = true</td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>aimingaccuracy</code></td>
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| <td>Adds aiming inaccuracy when sprinting, jumping, etc.</td>
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| <td></td>
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| <td>Universal</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>emotionstates</code></td>
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| <td>Adds emotion states with a given chance. As an example, it can be used to make an animal "hungry" (aggressive) and "saturated" (passive).</td>
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| <td></td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>repulseagents</code></td>
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| <td></td>
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| <td></td>
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| <td>Universal</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>tiredness</code></td>
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| <td>The entity will get tired over time and needs recover by sleeping in a bed.</td>
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| <td>currenttiredness = 0</td>
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| <td>Universal</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>nametag</code></td>
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| <td>Adds a name tag to the entity which will be displayed above the entity.</td>
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| <td>selectFromRandomName</td>
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| <td>Universal</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>placeblock</code></td>
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| <td>The entity will place one of the given block codes from time to time.</td>
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| <td>minHourDelay = 8 * 24, maxHourDelay = 15*24, blockCodes = []</td>
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| <td>Server</td>
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| </tr>
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| <tr style="vertical-align: top;">
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| <td><code>passivephysics</code></td>
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| <td>Adds physics to the entity.</td>
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| <td>waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1</td>
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| <td>Universal</td>
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| </tr>
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| </table>
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