Changes between Initial Version and Version 1 of olivine/dsl/attribs/mobs


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Timestamp:
05/22/20 12:36:03 (5 years ago)
Author:
Mad Martian
Comment:

Page introduction

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  • TabularUnified olivine/dsl/attribs/mobs

    v1 v1  
     1= Mob Definition Attributes =
     2Visit [wiki:olivine/dsl/types/core core types] for information on primitive and core types such as ''text'', ''integer'', or ''list''.
     3
     4||= Name =||= Type =||= Description =||
     5||`name`||text||Give the mob a custom name here, this is what floats over its head||
     6||`health`||integer||The amount of life (in hearts) the mob should have||
     7||`shield`||integer||The amount of absorption, as with what enchanted golden apples provide, (in yellow hearts) the mob should have||
     8||`modifiers`||[#mobmodifiers mob modifiers]||A set of modifiers that apply to the mob, click on ''mob modifiers'' for more information||
     9||`effects`||list of [wiki:olivine/dsl/attribs/effect effect]||This is a list of potion effect(s) that will be run on the mob when it is spawned, click on ''effect' for more information on how to define a single effect||
     10||`equipment`||[#mobequipment mob equipment]||Definition of equipment that the mob should have, click on ''mob equipment'' for more information||
     11||`drops`||list of [wiki:olivine/dsl/types/weighted weighted] [wiki:olivine/dsl/types/item item] [wiki:olivine/dsl/types/bundle bundle]||A list of item bundles that the mob potentially drops with optional weighted chances (percentages), click on ''weighted'', ''item'', and/or ''bundle'' to learn more about each||
     12||`orientation`||[wiki:olivine/dsl/types/coordinates coordinates]||The normal vector that determines which way the mob should be facing when it spawns (e.g. < 1, 0, 0 > faces east, < -1, 0, 0 > faces west, < 0, 0, 1 > faces south)||
     13||`level`||integer||An RPG-style level for the mob that determines how much experience it yields when a player kills it.  The amount of XP is taken from this number and multiplied by 5.  This is the absolute amount of experience, not experience ''levels'' (e.g. `/xp @p 42` vs `/xp @p 42L`) ||
     14||`flags`||set of [#mobflags mob flags]||Additional features to apply to this mob when it is spawned, click on ''mob flags'' for more information||
     15||`age`||mob age||Whether the mob is a ''child'' or an ''adult'', set to one of those values||
     16||`fence`||[wiki:olivine/dsl/types/box box]||Determines an area that the mob is not allowed to exceed, if the mob paths outside of this area (or spawns initially outside of it) then they will automatically walk / path back inside of it||
     17||`riding`||[wiki:olivine/dsl/attribs/mobs mob attributes]||Defines another mob that this mob will spawn riding on-top of, the definition for this is the same as this definition, it's nested.||
     18||`olivine`||text||The name of another Olivine program to run on this mob when it spawns.  The program must already be uploaded to the ''Olivine Script Manager''||
     19
     20== [=#mobmodifiers mob modifiers] ==
     21All these are [wiki:olivine/dsl/attribs/modifier modifier] definitions, click on the link for information on how to define one.
     22
     23 * `health` - 'nuff said
     24 * `stability` - knockback resistance
     25 * `agility` - movement speed
     26 * `strength` - attack damage dealt
     27 * `jumping` - how high the mob can jump
     28 * `propagate` - how likely a mob is to spawn reinforcements to help it, presently this only applies to zombies
     29 * `owly` - how far away a mob can path-find to or track targets from (hence the name 'owly' because owls are masters at this, they can spot a white mouse crawling out of snowy field from their castles in the sky! [hey now, trees are castles too, just a special kind])
     30
     31== [=#mobequipment mob equipment] ==
     32All of these are [wiki:olivine/dsl/types/weighted weighted] [wiki:olivine/dsl/types/item item] definitions, click on either link for information about each.
     33 * `hand` - what the mob is holding
     34 * `helmet` - 'nuff said
     35 * `chest` - chestplate
     36 * `leggings` - 'nuff said
     37 * `boots` - 'nuff said, isn't this language easy?
     38
     39== [=#mobflags mob flags] ==
     40
     41 * `permanent` - does not despawn automatically
     42 * `immobile` - does not move around
     43 * `invulnerable` - cannot be harmed
     44 * `benign` - does not attack