Modding:Простая сущность
Эта страница проверялась в последний раз для версии Vintage Story uknown.
Мы настоятельно рекомендуем сначала прочитать руководство Начало работы. В этом руководстве будут рассмотрены основы добавления объекта в игру с использованием файлов JSON. Существует полный список всех свойств, которые можно определить в файле json здесь.
Маленькая фигурка
Идея состоит в том, чтобы создать маленькую пассивную фигурку из дерева. Модификация нашего мода будет figure
.
Тип сущности
Общее
Итак, прежде всего нам нужно создать файл типа сущности assets/figure/entities/land/littlefigure.json
. Теперь проходим по всем свойствам:
code
: Уникальный идентификатор вашего объекта. Префикс идентификатора вашего мода будет добавлен автоматически. В нашем случае это figure:littlefigure
.
class
: класс объекта, который можно использовать для программирования специальных функций. В данный момент он нам не нужен, поэтому мы установили его в EntityAgent
.
hitboxSize
: The size of the hitbox.
"hitboxSize": {
"x": 0.4,
"y": 0.5
},
deadHitboxSize
: The size of the hitbox when the entity has died.
"deadHitboxSize": {
"x": 0.4,
"y": 0.5
},
eyeHeight
: The height of the eyes, which is 0.4
for the little figure.
drops
: A list of items to be dropped (can also include chances). We leave it empty for now: []
.
sounds
: Set the sounds for the entity
"hurt": "creature/figure-hurt",
"death": "creature/figure-death",
"idle": "creature/figure-idle"
Client
The client type has different properties for client and server. This will cover the client side (rendering, shape, texture)
(please note that // comments are actually not a valid json syntax, so if you want to use this json code in your projects, you'd have to remove these first)
"client": {
"renderer": "Shape", // How the entity will be rendered, "Shape" is the right one in almost all cases.
"shape": { "base": "entity/land/littlefigure" }, // a path to our shape
"texture": { "base": "game:block/wood/planks/birch1" }, // the figure should have the texture of birch wood. Therefore the prefix "game" is needed
"behaviors": [
{ "code": "repulseagents" },
{
"code": "controlledphysics", // Adds physics to the entity
"stepHeight": 0.2
},
{
"code": "floatupwhenstuck", // Fixes corpse get stuck in ground
"onlyWhenDead": true
},
{ "code": "interpolateposition" } // Smooths out movement of entity
],
"animations": [ // Animations which have to be implemented by the shape as well
{
"code": "hurt",
"animation": "hurt",
"animationSpeed": 2.2,
"weight": 10,
"blendMode": "AddAverage"
},
{
"code": "die",
"animation": "die",
"animationSpeed": 1.25,
"weight": 10,
"blendMode": "AddAverage"
}
]
},
Server
The server side handles the "brain" of the entity.
"server": {
"behaviors": [
{ "code": "repulseagents" },
{
"code": "controlledphysics", // Adds physic interaction
"stepHeight": 0.2
},
{
"code": "health", // Adds a health bar to the entity
"currenthealth": 4,
"maxhealth": 4
},
{
"code": "deaddecay", // Makes the dead entity stay for one hour
"hoursToDecay": 1
},
{
"code": "floatupwhenstuck", // Fixes corpse get stuck in ground
"onlyWhenDead": true
},
{
"code": "despawn", // Makes the entity despawn if there is no player within 48 blocks
"minPlayerDistance": 48,
"minSeconds": 5
},
{
"code": "emotionstates", // Adds different emotion states
"states": [
{
"code": "fleeondamage", // After the entity is hit it will try to flee for 10 seconds
"duration": 10,
"chance": 0.2,
"slot": 0,
"priority": 1,
"accumType": "max"
}
]
},
{
"code": "taskai", // Handles what the entity does, a task will be processed one at a time
"aitasks": [
{
"code": "idle", // the figure will stand still and think
"priority": 1.2,
"priorityForCancel": 1.35,
"minduration": 4000,
"maxduration": 6000,
"chance": 0.001,
"initialMinCoolDown": 2000,
"initialMaxCoolDown": 150000,
"mincooldown": 300000,
"maxcooldown": 10000000,
"animation": "think",
"animationSpeed": 1.25
},
{
"code": "wander", // The entity will walk around
"priority": 1.0,
"movespeed": 0.008,
"animationSpeed": 1.6,
"animation": "run",
"preferredLightLevel": 15
},
{
"code": "lookaround", // The entity will look around
"priority": 0.5
}
]
}
]
},
Result
If we put everything together it should look like this:
{
"code": "littlefigure",
"class": "EntityAgent",
"hitboxSize": {
"x": 0.4,
"y": 0.5
},
"deadHitboxSize": {
"x": 0.4,
"y": 0.5
},
"eyeHeight": 0.4,
"drops": [],
"client": {
"renderer": "Shape",
"shape": { "base": "entity/land/littlefigure" },
"texture": { "base": "game:block/wood/planks/birch1" },
"behaviors": [
{ "code": "repulseagents" },
{
"code": "controlledphysics",
"stepHeight": 0.2
},
{
"code": "floatupwhenstuck",
"onlyWhenDead": true
},
{ "code": "interpolateposition" }
],
"animations": [
{
"code": "hurt",
"animation": "hurt",
"animationSpeed": 2.2,
"weight": 10,
"blendMode": "AddAverage"
},
{
"code": "die",
"animation": "die",
"animationSpeed": 1.25,
"weight": 10,
"blendMode": "AddAverage"
}
]
},
"server": {
"behaviors": [
{ "code": "repulseagents" },
{
"code": "controlledphysics",
"stepHeight": 0.2
},
{
"code": "health",
"currenthealth": 4,
"maxhealth": 4
},
{
"code": "deaddecay",
"hoursToDecay": 1
},
{
"code": "floatupwhenstuck",
"onlyWhenDead": true
},
{
"code": "despawn",
"minPlayerDistance": 48,
"minSeconds": 5
},
{
"code": "emotionstates",
"states": [
{
"code": "fleeondamage",
"duration": 10,
"chance": 0.2,
"slot": 0,
"priority": 1,
"accumType": "max"
}
]
},
{
"code": "taskai",
"aitasks": [
{
"code": "idle",
"priority": 1.2,
"priorityForCancel": 1.35,
"minduration": 4000,
"maxduration": 6000,
"chance": 0.001,
"initialMinCoolDown": 2000,
"initialMaxCoolDown": 150000,
"mincooldown": 300000,
"maxcooldown": 10000000,
"animation": "think",
"animationSpeed": 1.25
},
{
"code": "wander",
"priority": 1.0,
"movespeed": 0.008,
"animationSpeed": 1.6,
"animation": "run",
"preferredLightLevel": 15
},
{
"code": "lookaround",
"priority": 0.5
}
]
}
]
},
"sounds": {
"hurt": "creature/figure-hurt",
"death": "creature/figure-death",
"idle": "creature/figure-idle"
}
}
Shape
If you want to know how to create the shape for the entity I suggest you checkout VS Model Creator.
Item
In order to spawn the entity we can create an item to do so:
{
"code": "creature",
"class": "ItemCreature",
"maxstacksize": 64,
"variantgroups": [
{
"code": "type",
"states": [ "littlefigure" ]
}
],
"shape": {
"base": "figure:entity/land/littlefigure"
},
"texture": { "base": "game:block/wood/planks/birch1" },
"creativeinventory": {
"general": [ "*" ],
"items": [ "*" ],
"creatures": [ "*" ]
},
"materialDensity": 600,
"guiTransform": {
"rotation": {
"x": 0,
"y": -90,
"z": -180
},
"origin": {
"x": 0.5,
"y": 0.15,
"z": 0.5
},
"scale": 6
},
"fpHandTransform": {
"rotation": {
"x": 0,
"y": -90,
"z": 0
},
"origin": {
"x": 0.5,
"y": 0.15,
"z": 0.5
},
"scale": 6
},
"groundTransform": {
"translation": {
"x": 0,
"y": 0.15,
"z": 0
},
"rotation": {
"x": 0,
"y": -90,
"z": 0
},
"origin": {
"x": 0.5,
"y": 0.15,
"z": 0.5
},
"scale": 6
}
}
Testing/ Distribution
Download Figure v1.0.0 for VintageStory 1.8
Wondering where some links have gone?
The modding navbox is going through some changes! Check out Navigation Box Updates for more info and help finding specific pages.
Modding | |
---|---|
Modding Introduction | Getting Started • Пакет тем |
Content Modding | Content Mods • Developing a Content Mod • Basic Tutorials • Intermediate Tutorials • Advanced Tutorials • Content Mod Concepts |
Code Modding | Code Mods • Setting up your Development Environment |
Property Overview | Item • Entity • Block • Block Behaviors • Block Classes • Block Entities • Block Entity Behaviors • World properties |
Workflows & Infrastructure | Modding Efficiency Tips • Mod-engine compatibility • Mod Extensibility • VS Engine |
Additional Resources | Community Resources • Modding API Updates • Programming Languages • List of server commands • List of client commands • Client startup parameters • Server startup parameters Example Mods • API Docs • GitHub Repository |