veloren/assets/common/entity/template.ron

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EntityConfig (
/// Name of Entity
/// Can be Name(String) with given name
/// or Automatic which will call automatic name depend on Body
/// or Uninit (means it should be specified somewhere in code)
name: Name("Paddy"),
/// Body
/// Can be Exact (Body with all fields e.g BodyType, Species, Hair color and such)
/// or RandomWith (will generate random body or species)
/// or Uninit (means it should be specified somewhere in code)
body: RandomWith("humanoid"),
/// Alignment, can be Uninit
alignment: Alignment(Enemy),
/// Loot
/// Can be Item (with asset_specifier for item)
/// or LootTable (with asset_specifier for loot table)
/// or Uninit (means it should be specified something in the code)
loot: LootTable("common.loot_tables.humanoids"),
/// Hands:
/// - TwoHanded(ItemSpec) for one 2h or 1h weapon,
/// - Paired(ItemSpec) for two 1h weapons aka berserker mode,
/// - Mix {
/// mainhand: ItemSpec,
/// offhand: ItemSpec,
/// } for two different 1h weapons,
/// - Uninit which means that tool should be specified somewhere in code,
/// Where ItemSpec is taken from loadout_builder module
hands: TwoHanded(Item("common.items.weapons.sword.cultist")),
/// Meta Info
/// Possible fields:
/// LoadoutAsset(String) with asset_specifier for loadout
/// SkillSetAsset(String) with asset_specifier for skillset
meta: [
LoadoutAsset("common.loadout.village.merchant"),
SkillSetAsset("common.skillset.village.merchant"),
],
)