Json:entity:behavior: Difference between revisions

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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,
<td>''currentsaturation = 1200, maxsaturation = 1200, saturationlossdelay = 60 * 24, currentfruitLevel = 0, currentvegetableLevel = 0, currentgrainLevel = 0, currentproteinLevel = 0, currentdairyLevel = 0''</td>
currentfruitLevel = 0, currentvegetableLevel = 0, currentgrainLevel = 0,
currentproteinLevel = 0, currentdairyLevel = 0</td>
<td>Server</td>
<td>Server</td>
   </tr>
   </tr>
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     <td><code>playerphysics</code></td>
     <td><code>playerphysics</code></td>
<td>Makes an entity controllable by a player.</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>
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     <td><code>controlledphysics</code></td>
     <td><code>controlledphysics</code></td>
<td>Can be controlled by a player.</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>
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     <td><code>despawn</code></td>
     <td><code>despawn</code></td>
<td>The entity will despawn under given circumstances.</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>
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     <td><code>grow</code></td>
     <td><code>grow</code></td>
<td>The entity will grow and eventually turn into one of its adults.</td>
<td>The entity will grow and eventually turn into one of its adults.</td>
<td>hoursToGrow = 96, adultEntityCodes = [], </td>
<td>''hoursToGrow = 96, adultEntityCodes = []''</td>
<td>Server</td>
<td>Server</td>
   </tr>
   </tr>
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     <td><code>multiply</code></td>
     <td><code>multiply</code></td>
<td>A pack of wolves for example grows in size over time (new babies are born).</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, requiresFood = true''</td>
multiplyCooldownDaysMin = 6, multiplyCooldownDaysMax = 12, portionsEatenForMultiply = 3, spawnQuantityMin = 1, spawnQuantityMax = 2,
requiresFood = true</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>repulseagents</code></td>
     <td><code>repulseagents</code></td>
<td></td>
<td>Pushes other entities back.</td>
<td></td>
<td></td>
<td>Universal</td>
<td>Universal</td>
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     <td><code>tiredness</code></td>
     <td><code>tiredness</code></td>
<td>The entity will get tired over time and needs recover by sleeping in a bed.</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>
   </tr>
   </tr>
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     <td><code>nametag</code></td>
     <td><code>nametag</code></td>
<td>Adds a name tag to the entity which will be displayed above the entity.</td>
<td>Adds a name tag to the entity which will be displayed above the entity.</td>
<td>selectFromRandomName</td>
<td>''selectFromRandomName''</td>
<td>Universal</td>
<td>Universal</td>
   </tr>
   </tr>
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     <td><code>placeblock</code></td>
     <td><code>placeblock</code></td>
<td>The entity will place one of the given block codes from time to time.</td>
<td>The entity will place one of the given block codes from time to time.</td>
<td>minHourDelay = 8 * 24, maxHourDelay = 15*24, blockCodes = []</td>
<td>''minHourDelay = 8 * 24, maxHourDelay = 15*24, blockCodes = []''</td>
<td>Server</td>
<td>Server</td>
   </tr>
   </tr>
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     <td><code>passivephysics</code></td>
     <td><code>passivephysics</code></td>
<td>Adds physics to the entity.</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 09:05, 21 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 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