Modding:Basic Entity: Difference between revisions

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=== Client ===
=== Client ===


The client type has different properties for client and server. This will cover the client side:
The client type has different properties for client and server. This will cover the client side (rendering, shape, texture):


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<syntaxhighlight lang="c#">
   "client": {
   "client": {
     "renderer": "Shape", //  
     "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
     "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
     "texture": { "base": "game:block/wood/planks/birch1" }, // the figure should have the texture of birch wood. Therefore the prefix "game" is needed
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       { "code": "repulseagents" },
       { "code": "repulseagents" },
       {
       {
         "code": "controlledphysics",
         "code": "controlledphysics", // Adds physics to the entity
         "stepHeight": 0.2
         "stepHeight": 0.2
       },
       },
       {
       {
         "code": "floatupwhenstuck",
         "code": "floatupwhenstuck", // Fixes corpse get stuck in ground
         "onlyWhenDead": true
         "onlyWhenDead": true
       },
       },
       { "code": "interpolateposition" }
       { "code": "interpolateposition" } // Smooths out movement of entity
     ],
     ],
     "animations": [
     "animations": [ // Animations which have to be implemented by the shape as well
       {
       {
         "code": "hurt",
         "code": "hurt",
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=== Server ===
=== Server ===


The server side handles the "brain" of the entity.
<syntaxhighlight lang="c#">
   "server": {
   "server": {
     "behaviors": [
     "behaviors": [
       { "code": "repulseagents" },
       { "code": "repulseagents" },
       {
       {
         "code": "controlledphysics",
         "code": "controlledphysics", // Adds physic interaction
         "stepHeight": 0.2
         "stepHeight": 0.2
       },
       },
       {
       {
         "code": "health",
         "code": "health", // Adds a health bar to the entity
         "currenthealth": 4,
         "currenthealth": 4,
         "maxhealth": 4
         "maxhealth": 4
       },
       },
       {
       {
         "code": "deaddecay",
         "code": "deaddecay", // Makes the dead entity stay for one hour
         "hoursToDecay": 1
         "hoursToDecay": 1
       },
       },
       {
       {
         "code": "floatupwhenstuck",
         "code": "floatupwhenstuck", // Fixes corpse get stuck in ground
         "onlyWhenDead": true
         "onlyWhenDead": true
       },
       },
       {
       {
         "code": "despawn",
         "code": "despawn", // Makes the entity despawn if there is no player within 48 blocks
         "minPlayerDistance": 48,
         "minPlayerDistance": 48,
         "minSeconds": 5
         "minSeconds": 5
       },
       },
       {
       {
         "code": "emotionstates",
         "code": "emotionstates", // Adds different emotion states
         "states": [
         "states": [
           {
           {
             "code": "fleeondamage",
             "code": "fleeondamage", // After the entity is hit it will try to flee for 10 seconds
             "duration": 10,
             "duration": 10,
             "chance": 0.2,
             "chance": 0.2,
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       },
       },
       {
       {
         "code": "taskai",
         "code": "taskai", // Handles what the entity does, a task will be processed one at a time
         "aitasks": [
         "aitasks": [
           {
           {
             "code": "idle",
             "code": "idle", // the figure will stand still and think
             "priority": 1.2,
             "priority": 1.2,
             "priorityForCancel": 1.35,
             "priorityForCancel": 1.35,
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           },
           },
           {
           {
             "code": "wander",
             "code": "wander", // The entity will walk around
             "priority": 1.0,
             "priority": 1.0,
             "movespeed": 0.008,
             "movespeed": 0.008,
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           },
           },
           {
           {
             "code": "lookaround",
             "code": "lookaround", // The entity will look around
             "priority": 0.5
             "priority": 0.5
           }
           }
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     ]
     ]
   },
   },
</syntaxhighlight>


=== Result ===
=== Result ===
If we put everything together it should look like this:


<syntaxhighlight lang="c#">
<syntaxhighlight lang="c#">
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