Difference between revisions of "Fishing Rod Items"
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</pre> | </pre> | ||
− | + | These items must also include a [[Fishing Component]] in order to work. Fishing Rod items have the ability to fish on any water block. | |
− | + | ||
− | Fishing | + | |
= Creating a Fishing Rod Item = | = Creating a Fishing Rod Item = | ||
− | Fishing Rods are created in much the same way as [[Craft Items]]. In fact you should follow the guide, [[ | + | Fishing Rods are created in much the same way as [[Craft Items]]. In fact you should follow the guide, [[Items#How to Make a Normal Item]], until you finish all of the steps there. |
− | Once you have gone through that guide, there are two more steps you will need to do. | + | Once you have gone through that guide, there are two more steps you will need to do. The first step is to change the "kind" from "staxel.item.CraftItem" to "staxel.item.Rod". |
+ | |||
+ | The second step depends on what you are using to create items. | ||
+ | |||
+ | |||
+ | == Asset Manager == | ||
+ | Navigate to the item you had created before. Head to the components property and click on the <code>[...]</code>. When the new window pops up, click on "Add" and select "fishing". | ||
+ | |||
+ | |||
+ | Once that is done, the Asset Manager should have selected your new component. Check out the multiple properties and change them to suit your needs. A couple of these properties will have drop down arrows which allow you to select [[Effect|Effects]] and [[Sound|Sounds]]. | ||
+ | |||
+ | |||
+ | When you are done, close the window by clicking "OK". Save the asset and continue to "Build and Validate Assets" like the normal item tutorial. | ||
+ | |||
+ | |||
+ | == Text Files == | ||
+ | The second step is to add the following to the end of the item file created; | ||
<pre> | <pre> | ||
"fishing" { | "fishing" { | ||
Line 35: | Line 49: | ||
} | } | ||
</pre> | </pre> | ||
− | Most of these properties are just for customising how fishing will look. "castEffect" is the [[ | + | |
+ | Most of these properties are just for customising how fishing will look. "castEffect" is the [[Effect]] it will play while casting. "castSoundGroup" is the [[Sound]] it will play when casting. "reelEffect" is the [[Effect]] it will play while reeling. "reelSoundGroup" is the [[Sound]] it will play when reeling. "catchEffect" is the [[Effect]] it will play while catching a fish. "catchSoundGroup" is the [[Sound]] it will play when catching a fish. "indicator" is a model which will act as the floating bobber. "castDistance" is the maximum distance in which you can cast. And finally "successTranslations" is a list of strings which point to [[Translation]] codes to show when you have caught a fish. | ||
+ | |||
+ | |||
+ | After you finished editing the values, rerun <code>Content Builder</code> and you are good to go. | ||
= Spawning in a Fishing Rod Item = | = Spawning in a Fishing Rod Item = | ||
− | Follow the guide at [[ | + | Follow the guide at [[Items#How to Spawn an Item]]. When that guide mentions "kind", make sure to use "staxel.item.Rod" instead of "staxel.item.CraftItem" else you won't be able to spawn the item. |
= Config Options = | = Config Options = | ||
− | The list of basic properties is included at [[ | + | The list of basic properties is included at [[Items#Config Options]]. |
− | + | This item does need additional information. This additional information is contained in a [[Fishing Component]] which needs to be added along with the item file. |
Latest revision as of 06:41, 12 December 2017
Items are fairly broad in their types. Each type has it's own properties and uses.
This page is for items that allow you to fish
Fishing Rod Items are all items that have the following line;
"kind": "staxel.item.Rod",
These items must also include a Fishing Component in order to work. Fishing Rod items have the ability to fish on any water block.
Contents
Creating a Fishing Rod Item
Fishing Rods are created in much the same way as Craft Items. In fact you should follow the guide, Items#How to Make a Normal Item, until you finish all of the steps there.
Once you have gone through that guide, there are two more steps you will need to do. The first step is to change the "kind" from "staxel.item.CraftItem" to "staxel.item.Rod".
The second step depends on what you are using to create items.
Asset Manager
Navigate to the item you had created before. Head to the components property and click on the [...]
. When the new window pops up, click on "Add" and select "fishing".
Once that is done, the Asset Manager should have selected your new component. Check out the multiple properties and change them to suit your needs. A couple of these properties will have drop down arrows which allow you to select Effects and Sounds.
When you are done, close the window by clicking "OK". Save the asset and continue to "Build and Validate Assets" like the normal item tutorial.
Text Files
The second step is to add the following to the end of the item file created;
"fishing" { "castEffect": "staxel.particle.fishing.RodPull", "castSoundGroup": "staxel.sounds.place.Water", "reelEffect": "staxel.particle.fishing.RodCatching", "reelSoundGroup": "staxel.sounds.place.Water", "catchEffect": "staxel.particle.fishing.RodPull", "catchSoundGroup": "staxel.sounds.place.Water", "indicator": "staxel/item/gatherables/RodBobber.qb", "castDistance": 10.0, "successTranslations": [ "fishing.success1", "fishing.success2", "fishing.success3" ] }
Most of these properties are just for customising how fishing will look. "castEffect" is the Effect it will play while casting. "castSoundGroup" is the Sound it will play when casting. "reelEffect" is the Effect it will play while reeling. "reelSoundGroup" is the Sound it will play when reeling. "catchEffect" is the Effect it will play while catching a fish. "catchSoundGroup" is the Sound it will play when catching a fish. "indicator" is a model which will act as the floating bobber. "castDistance" is the maximum distance in which you can cast. And finally "successTranslations" is a list of strings which point to Translation codes to show when you have caught a fish.
After you finished editing the values, rerun Content Builder
and you are good to go.
Spawning in a Fishing Rod Item
Follow the guide at Items#How to Spawn an Item. When that guide mentions "kind", make sure to use "staxel.item.Rod" instead of "staxel.item.CraftItem" else you won't be able to spawn the item.
Config Options
The list of basic properties is included at Items#Config Options.
This item does need additional information. This additional information is contained in a Fishing Component which needs to be added along with the item file.