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23a020f602
+ add animal entities for wildlife spawns
43 lines
1.5 KiB
Plaintext
43 lines
1.5 KiB
Plaintext
EntityConfig (
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/// Name of Entity
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/// Can be Name(String) with given name
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/// or Automatic which will call automatic name depend on Body
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/// or Uninit (means it should be specified somewhere in code)
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name: Name("Paddy"),
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/// Body
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/// Can be Exact (Body with all fields e.g BodyType, Species, Hair color and such)
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/// or RandomWith (will generate random body or species)
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/// or Uninit (means it should be specified somewhere in code)
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body: RandomWith("humanoid"),
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/// Alignment, can be Uninit
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alignment: Alignment(Enemy),
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/// Loot
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/// Can be Item (with asset_specifier for item)
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/// or LootTable (with asset_specifier for loot table)
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/// or Uninit (means it should be specified something in the code)
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loot: LootTable("common.loot_tables.humanoids"),
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/// Hands:
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/// - TwoHanded(ItemSpec) for one 2h or 1h weapon,
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/// - Paired(ItemSpec) for two 1h weapons aka berserker mode,
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/// - Mix {
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/// mainhand: ItemSpec,
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/// offhand: ItemSpec,
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/// } for two different 1h weapons,
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/// - Uninit which means that tool should be specified somewhere in code,
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/// Where ItemSpec is taken from loadout_builder module
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hands: TwoHanded(Item("common.items.weapons.sword.cultist")),
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/// Meta Info
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/// Possible fields:
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/// LoadoutAsset(String) with asset_specifier for loadout
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/// SkillSetAsset(String) with asset_specifier for skillset
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meta: [
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LoadoutAsset("common.loadout.village.merchant"),
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SkillSetAsset("common.skillset.village.merchant"),
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],
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)
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