Modding:Basic Entity: Difference between revisions
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We highly recommend to read the tutorial [[Getting Started with Advanced Modding#Domains|Getting Started]] first. This tutorial will cover the basics of adding an entity to the game using JSON files. There is a full list of all properties which can be defined inside the json file [[Entity Json Properties|here]]. | We highly recommend to read the tutorial [[Getting Started with Advanced Modding#Domains|Getting Started]] first. This tutorial will cover the basics of adding an entity to the game using JSON files. There is a full list of all properties which can be defined inside the json file [[Entity Json Properties|here]]. | ||
= Little | = Little Figure = | ||
The idea is create a little passive figure, made out of wood. The modid of our mod will be <code>figure</code>. | |||
== EntityType == | == EntityType == | ||
=== Common === | |||
So first of all we have to create the entity type file <code>assets/figure/entities/land/littlefigure.json</code>. Now we go through all the properties: | |||
<code>code</code>: The unique identifier for your entity. A prefix of your mod id will be added automatically. Our case its <code>figure:littlefigure</code>. | |||
<code>class</code>: The class of the entity, it can be used to program special features for it. We don't need it at the moment, so we set it to <code>EntityAgent</code>. | |||
<code>hitboxSize</code>: The size of the hitbox. | |||
<syntaxhighlight lang="c#"> | |||
"hitboxSize": { | |||
"x": 0.4, | |||
"y": 0.5 | |||
}, | |||
</syntaxhighlight> | |||
<code>deadHitboxSize</code>: The size of the hitbox when the entity has died. | |||
<syntaxhighlight lang="c#"> | |||
"deadHitboxSize": { | |||
"x": 0.4, | |||
"y": 0.5 | |||
}, | |||
</syntaxhighlight> | |||
<code>eyeHeight</code>: The height of the eyes, which is <code>0.4</code> for the little figure. | |||
<code>drops</code>: A list of items to be dropped (can also include chances). We leave it empty for now: <code>[]</code>. | |||
<code>sounds</code>: Set the sounds for the entity | |||
<syntaxhighlight lang="c#"> | |||
"hurt": "creature/figure-hurt", | |||
"death": "creature/figure-death", | |||
"idle": "creature/figure-idle" | |||
</syntaxhighlight> | |||
=== Client === | |||
The client type has different properties for client and server. This will cover the client side: | |||
<syntaxhighlight lang="c#"> | |||
"client": { | |||
"renderer": "Shape", // | |||
"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", | |||
"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" | |||
} | |||
] | |||
}, | |||
</syntaxhighlight> | |||
=== Server === | |||
"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, | |||
"prority": 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 | |||
} | |||
] | |||
} | |||
] | |||
}, | |||
=== Result === | |||
<syntaxhighlight lang="c#"> | |||
{ | |||
"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, | |||
"prority": 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" | |||
} | |||
} | |||
</syntaxhighlight> | |||
== Shape == | == Shape == |
Revision as of 09:50, 15 April 2019
We highly recommend to read the tutorial Getting Started first. This tutorial will cover the basics of adding an entity to the game using JSON files. There is a full list of all properties which can be defined inside the json file here.
Little Figure
The idea is create a little passive figure, made out of wood. The modid of our mod will be figure
.
EntityType
Common
So first of all we have to create the entity type file assets/figure/entities/land/littlefigure.json
. Now we go through all the properties:
code
: The unique identifier for your entity. A prefix of your mod id will be added automatically. Our case its figure:littlefigure
.
class
: The class of the entity, it can be used to program special features for it. We don't need it at the moment, so we set it to 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:
"client": {
"renderer": "Shape", //
"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",
"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
"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, "prority": 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 } ] } ] },
Result
{
"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,
"prority": 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"
}
}