Json:entity:behavior: Difference between revisions
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<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>despawn</code></td> | <td><code>despawn</code></td> | ||
<td></td> | <td>The entity will despawn under given circumstances.</td> | ||
<td>minPlayerDistance, belowLightLevel, minSeconds = 30</td> | <td>minPlayerDistance, belowLightLevel, minSeconds = 30</td> | ||
<td>Server</td> | <td>Server</td> | ||
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<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>grow</code></td> | <td><code>grow</code></td> | ||
<td></td> | <td>The entity will grow and eventually turn into one of its adults.</td> | ||
<td></td> | <td>hoursToGrow = 96, adultEntityCodes = [], </td> | ||
<td></td> | <td>Server</td> | ||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>multiply</code></td> | <td><code>multiply</code></td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>pregnancyDays = 3.0, spawnEntityCode, requiresNearbyEntityCode, requiresNearbyEntityRange = 5, | ||
<td></td> | multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2, | ||
requiresFood = true</td> | |||
<td>Server</td> | |||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
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<td></td> | <td></td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>Universal</td> | ||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>emotionstates</code></td> | <td><code>emotionstates</code></td> | ||
<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> | |||
<td></td> | <td></td> | ||
<td> | <td>Server</td> | ||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
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<td></td> | <td></td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>Universal</td> | ||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>tiredness</code></td> | <td><code>tiredness</code></td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>currenttiredness = 0</td> | ||
<td></td> | <td>Universal</td> | ||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>nametag</code></td> | <td><code>nametag</code></td> | ||
<td></td> | <td>Adds a name tag to the entity which will be displayed above the entity.</td> | ||
<td></td> | <td>selectFromRandomName</td> | ||
<td></td> | <td>Universal</td> | ||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>placeblock</code></td> | <td><code>placeblock</code></td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>minHourDelay = 8 * 24, maxHourDelay = 15*24, blockCodes = []</td> | ||
<td></td> | <td>Server</td> | ||
</tr> | </tr> | ||
<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>passivephysics</code></td> | <td><code>passivephysics</code></td> | ||
<td></td> | <td></td> | ||
<td></td> | <td>waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1</td> | ||
<td></td> | <td>Universal</td> | ||
</tr> | </tr> | ||
</table> | </table> |
Revision as of 13:33, 16 November 2018
Name | Explanation | Properties | Side |
---|---|---|---|
collectitems |
The entity collections items laying around on the ground. Used by player | Server | |
health |
Applies custom health to the entity. Means the entity can be hurt as well. | currenthealth = 20, maxhealth = 20, basemaxhealth = 20 | Server |
hunger |
Adds saturation and hunger, the entity needs to eat in order to stay alive. | currentsaturation = 1200, maxsaturation = 1200, saturationlossdelay = 60 * 24, currentfruitLevel = 0, currentvegetableLevel = 0, currentgrainLevel = 0, currentproteinLevel = 0, currentdairyLevel = 0 | Server |
breathe |
The entity will need to breathe and therefore suffocate in other blocks (for example sand). | Server | |
playerphysics |
stepHeight = 0.6 | Universal | |
controlledphysics |
stepHeight = 0.6 | Universal | |
taskai |
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interpolateposition |
Interpolates entity position and rotate. Smooths out the animations. It's a visual effect, therefore not available on server side. | Client | |
despawn |
The entity will despawn under given circumstances. | minPlayerDistance, belowLightLevel, minSeconds = 30 | Server |
grow |
The entity will grow and eventually turn into one of its adults. | hoursToGrow = 96, adultEntityCodes = [], | Server |
multiply |
pregnancyDays = 3.0, spawnEntityCode, requiresNearbyEntityCode, requiresNearbyEntityRange = 5,
multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2, requiresFood = true |
Server | |
aimingaccuracy |
Universal | ||
emotionstates |
Adds emotion states with a given chance. As an example, it can be used to make an animal "hungry" (aggressive) and "saturated" (passive). | Server | |
repulseagents |
Universal | ||
tiredness |
currenttiredness = 0 | Universal | |
nametag |
Adds a name tag to the entity which will be displayed above the entity. | selectFromRandomName | Universal |
placeblock |
minHourDelay = 8 * 24, maxHourDelay = 15*24, blockCodes = [] | Server | |
passivephysics |
waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1 | Universal |