Json:entity:behavior: Difference between revisions
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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> | ||
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<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> | ||
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<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>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>pregnancyDays = 3.0, spawnEntityCode, requiresNearbyEntityCode, requiresNearbyEntityRange = 5, | <td>pregnancyDays = 3.0, spawnEntityCode, requiresNearbyEntityCode, requiresNearbyEntityRange = 5, | ||
multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2, | multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2, | ||
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<tr style="vertical-align: top;"> | <tr style="vertical-align: top;"> | ||
<td><code>aimingaccuracy</code></td> | <td><code>aimingaccuracy</code></td> | ||
<td></td> | <td>Adds aiming inaccuracy when sprinting, jumping, etc.</td> | ||
<td></td> | <td></td> | ||
<td>Universal</td> | <td>Universal</td> | ||
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<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>currenttiredness = 0</td> | <td>currenttiredness = 0</td> | ||
<td>Universal</td> | <td>Universal</td> | ||
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<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>waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1</td> | <td>waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1</td> | ||
<td>Universal</td> | <td>Universal</td> | ||
</tr> | </tr> | ||
</table> | </table> |
Revision as of 13:49, 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 |
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 |
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 |
minHourDelay = 8 * 24, maxHourDelay = 15*24, blockCodes = [] | Server | |
passivephysics |
Adds physics to the entity. | waterDragFactor = 1, airDragFallingFactor = 1, groundDragFactor = 1, gravityFactor = 1 | Universal |