Json:entity:behavior: Difference between revisions

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   <tr style="background-color: grey;">
   <tr style="background-color: grey;">
     <th style="background-color: grey;">Name</th>
     <th style="background-color: grey;">Name</th>
     <th style="background-color: grey;">Explanation</th>
     <th style="background-color: grey;" width="600">Explanation</th>
     <th style="background-color: grey;">Properties</th>
     <th style="background-color: grey;">Properties</th>
     <th style="background-color: grey;">Side</th>
     <th style="background-color: grey;">Side</th>
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   <tr style="vertical-align: top;">
   <tr style="vertical-align: top;">
     <td><code>collectitems</code></td>
     <td><code>collectitems</code></td>
<td>The entity collections items laying around on the ground. Used by player</td>
<td>The entity collections items laying around on the ground. Used by player.</td>
<td></td>
<td></td>
<td>Server</td>
<td>Server</td>
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     <td><code>health</code></td>
     <td><code>health</code></td>
<td>Applies custom health to the entity. Means the entity can be hurt as well.</td>
<td>Applies custom health to the entity. Means the entity can be hurt as well.</td>
<td>currenthealth = 20, maxhealth = 20, basemaxhealth = 20</td>
<td>''currenthealth = 20, maxhealth = 20, basemaxhealth = 20''</td>
<td>Server</td>
<td>Server</td>
   </tr>
   </tr>
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     <td><code>hunger</code></td>
     <td><code>hunger</code></td>
<td>Adds saturation and hunger, the entity needs to eat in order to stay alive.</td>
<td>Adds saturation and hunger, the entity needs to eat in order to stay alive.</td>
<td>currentsaturation = 1200, maxsaturation = 1200, saturationlossdelay = 60 * 24, currentfruitLevel = 0, currentvegetableLevel = 0, currentgrainLevel = 0, currentproteinLevel = 0, currentdairyLevel = 0</td>
<td>''currentsaturation = 1200, maxsaturation = 1200, saturationlossdelay = 60 * 24, currentfruitLevel = 0, currentvegetableLevel = 0, currentgrainLevel = 0, currentproteinLevel = 0, currentdairyLevel = 0''</td>
<td>Server</td>
<td>Server</td>
   </tr>
   </tr>
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   <tr style="vertical-align: top;">
   <tr style="vertical-align: top;">
     <td><code>playerphysics</code></td>
     <td><code>playerphysics</code></td>
<td></td>
<td>Makes an entity controllable by a player.</td>
<td>stepHeight = 0.6</td>
<td>''stepHeight = 0.6''</td>
<td>Universal</td>
<td>Universal</td>
   </tr>
   </tr>
   <tr style="vertical-align: top;">
   <tr style="vertical-align: top;">
     <td><code>controlledphysics</code></td>
     <td><code>controlledphysics</code></td>
<td></td>
<td>Can be controlled by a player.</td>
<td>stepHeight = 0.6</td>
<td>''stepHeight = 0.6''</td>
<td>Universal</td>
<td>Universal</td>
   </tr>
   </tr>
   <tr style="vertical-align: top;">
   <tr style="vertical-align: top;">
     <td><code>taskai</code></td>
     <td><code>taskai</code></td>
<td></td>
<td>Allows you to specify tasks.</td>
<td></td>
<td></td>
<td></td>
<td></td>
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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>
   </tr>
   </tr>
   <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>A pack of wolves for example grows in size over time (new babies are born).</td>
<td></td>
<td>''pregnancyDays = 3.0, spawnEntityCode, requiresNearbyEntityCode, requiresNearbyEntityRange = 5, multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2, requiresFood = true''</td>
<td></td>
<td>Server</td>
   </tr>
   </tr>
   <tr style="vertical-align: top;">
   <tr style="vertical-align: top;">
     <td><code>aimingaccuracy</code></td>
     <td><code>aimingaccuracy</code></td>
<td>Adds aiming inaccuracy when sprinting, jumping, etc.</td>
<td></td>
<td></td>
<td></td>
<td>Universal</td>
<td></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>
<td>Server</td>
<td></td>
   </tr>
   </tr>
   <tr style="vertical-align: top;">
   <tr style="vertical-align: top;">
     <td><code>repulseagents</code></td>
     <td><code>repulseagents</code></td>
<td>Pushes other entities back.</td>
<td></td>
<td></td>
<td></td>
<td>Universal</td>
<td></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>The entity will get tired over time and needs recover by sleeping in a bed.</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>The entity will place one of the given block codes from time to time.</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>Adds physics to the entity.</td>
<td></td>
<td>''waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1''</td>
<td></td>
<td>Universal</td>
   </tr>
   </tr>
  <tr style="vertical-align: top;">
    <td><code>floatupwhenstuck</code></td>
<td>Float up the entity if it gets stuck in a block.</td>
<td>''onlyWhenDead = false''</td>
<td>Universal</td>
  </tr>floatupwhenstuck
</table>
</table>

Latest revision as of 12:24, 20 February 2021

floatupwhenstuck
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 Makes an entity controllable by a player. stepHeight = 0.6 Universal
controlledphysics Can be controlled by a player. stepHeight = 0.6 Universal
taskai Allows you to specify tasks.
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 A pack of wolves for example grows in size over time (new babies are born). pregnancyDays = 3.0, spawnEntityCode, requiresNearbyEntityCode, requiresNearbyEntityRange = 5, multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2, requiresFood = true Server
aimingaccuracy Adds aiming inaccuracy when sprinting, jumping, etc. 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 Pushes other entities back. Universal
tiredness The entity will get tired over time and needs recover by sleeping in a bed. currenttiredness = 0 Universal
nametag Adds a name tag to the entity which will be displayed above the entity. selectFromRandomName Universal
placeblock The entity will place one of the given block codes from time to time. minHourDelay = 8 * 24, maxHourDelay = 15*24, blockCodes = [] Server
passivephysics Adds physics to the entity. waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1 Universal
floatupwhenstuck Float up the entity if it gets stuck in a block. onlyWhenDead = false Universal