Difference between revisions of "Farm Animal"

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m (Must of ate normal.)
 
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== "animationParameters" ==
 
== "animationParameters" ==
This is a blob containing the values of certain animation parameters. Will be elaborated upon later.
+
This is a blob containing the values of how the animal can move and the animation that goes with that. It will commonly look like;
 
+
 
+
== "catatonic" ==
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is playing the "staxel.farmAnimalBehaviour.Catatonic" behaviour. (Most commonly done while despawning.) It will commonly look like;
+
  
 
<pre>
 
<pre>
  "catatonic": {
+
"animationParameters": {
    "emotes": [ "staxel.emote.farmAnimals.Eaiting_1"],
+
  "WalkingStrideCycleLength": 0.5,
   },
+
  "SwimmingStrideCycleLength": 0.5,
 +
  "MaxWalkingSpeed": 2.0,
 +
  "RunningStrideCycleLength": 2.0,
 +
  "MinRunningSpeed": 3.0,
 +
   "AnimationJitterFactor": 1.0
 +
},
 
</pre>
 
</pre>
  
=== "emotes" ===
+
=== "AnimationJitterFactor" ===
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#Float|Float]]): <code>A positive decimal number.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the list of emotes that will be randomly selected in when showing the animal is catatonic.
+
This is how much the animation will vary from frame to frame. This effectively changes the animation playing speed where a value of 10 will play the animation 10 times as fast, while 0.1 will take 10 times as long to complete.
  
  
== "crateTile" ==
+
=== "MaxWalkingSpeed" ===
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Tile]]</code>'''
+
'''Valid options ([[Modding_Key_Terms#Float|Float]]): <code>A positive decimal number.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the tile that is given when attempting to capture this animal. It should be the same one to spawn the animal, although it can be different.
+
This is the minimum velocity the animal will change its animation to. Going slower than this value will not make the animal animate slower.
  
  
== "designs" ==
+
=== "MinRunningSpeed" ===
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Blobs]] ): <code>A list of blobs.</code>'''
+
'''Valid options ([[Modding_Key_Terms#Float|Float]]): <code>A positive decimal number.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is a list of blobs which contain information for the design of the animal.
+
This is the maximum velocity the animal will change its animation to. Going higher than this value will not make the animal animate faster.
  
  
== "despawnBehaviourKind" ==
+
=== "RunningStrideCycleLength" ===
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing the name of a behaviour.</code>'''
+
'''Valid options ([[Modding_Key_Terms#Float|Float]]): <code>A positive decimal number.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is a list of behaviours that the animal will use when despawning from the world. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
+
This is the highest value for how long the running stride will take. Smaller values mean that the animation will repeat more often over a set distance.
  
  
== "eggs" ==
+
=== "SwimmingStrideCycleLength" ===
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blobs|Blob]] ): <code>A list of blobs containing [[Items]].</code>'''
+
'''Valid options ([[Modding_Key_Terms#Float|Float]]): <code>A positive decimal number.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the list of items you want the Animal to lay on occasion. Each of these items will need to follow the [[Items#Universal Spawning Rules]] of normal items.  
+
This is the value for how long the swimming stride will take. Smaller values mean that the animation will repeat more often over a set distance.
  
  
== "eatsFromHand" ==
+
=== "WalkingStrideCycleLength" ===
'''Valid options ([[Modding_Key_Terms#Bool|Bool]]): <code>True or False</code>'''
+
'''Valid options ([[Modding_Key_Terms#Float|Float]]): <code>A positive decimal number.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This will be elaborated upon at a later point.
+
This is the lowest value for how long the running stride will take. Smaller values mean that the animation will repeat more often over a set distance.
  
  
== "eatsGrass" ==
+
== "catatonic" ==
'''Valid options ([[Modding_Key_Terms#Bool|Bool]]): <code>True or False</code>'''
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is playing the "staxel.farmAnimalBehaviour.Catatonic" behaviour. (Most commonly done while despawning.) It will commonly look like;
  
'''Default Value:''' No default value is specified. Always need to provide your own.
+
<pre>
 +
"catatonic": {
 +
  "emotes": [ "staxel.emote.farmAnimals.Eaiting_1"],
 +
},
 +
</pre>
  
 +
=== "emotes" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
  
This will determine if the animal will actually eat the tile tile and lose hunger. Will do nothing unless [[#"grazes"]] is true.
+
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
== "eating" ==
+
This is the list of emotes that will be randomly selected in when showing the animal is catatonic.
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is eating. It will commonly look like;
+
  
<pre>
 
  "happy": {
 
    "emotes": [ "staxel.emote.farmAnimals.Eaiting_1"],
 
  },
 
</pre>
 
  
=== "emotes" ===
+
== "crateTile" ==
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Tile]]</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the list of emotes that will be randomly selected in when showing the animal is eating.
+
This is the tile that is given when attempting to capture this animal. It should be the same one to spawn the animal, although it can be different.
  
  
== "feedKind" ==
+
== "designs" ==
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>Any valid string.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Blobs]] ): <code>A list of blobs.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the string containing what the animal will eat. This animal will then proceed to eat from [[Tiles]] that have a [[Feeder Component]] with this particular string.
+
This is a list of blobs containing all the different [[Villager Designs]] the animal can take. Often this is only used to specify the [[Species]], gender, and [[Personalities]] of the animal and not to specify the clothing of the animal.
  
  
== "grazes" ==
+
== "despawnBehaviourKind" ==
'''Valid options ([[Modding_Key_Terms#Bool|Bool]]): <code>True or False</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing the name of a behaviour.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This will determine whether or not the Animal will show the eating the ground animation. This will not determine if the animal will turn the grass to dirt. (That is decided by [[#"eatsGrass"]].)
+
This is a list of behaviours that the animal will use when despawning from the world. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
  
  
== "happy" ==
+
== "eatsFromHand" ==
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is happy. It will commonly look like;
+
This is an [[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blob|Blobs]] that contains information on each items that can be eaten. This will commonly look like;
  
 
<pre>
 
<pre>
  "happy": {
+
"eatsFromHand": [
     "emotes": [ "staxel.emote.farmAnimals.Happy_1"],
+
  {  
    "sounds": [ "staxel.sounds.farmAnimals.Chicken.happy_1"]
+
     "code": "staxel.item.crafting.Wool"  
   },
+
   }
 +
],
 
</pre>
 
</pre>
  
=== "emotes" ===
+
Each blob follows the [[Items#How to Spawn an Item]] of normal items.
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
+
 
 +
 
 +
== "eatsGrass" ==
 +
'''Valid options ([[Modding_Key_Terms#Bool|Bool]]): <code>True or False</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the list of emotes that will be randomly selected in when showing the animal is happy.
+
This will determine if the animal will actually eat the tile tile and lose hunger. Will do nothing unless [[#"grazes"]] is true.
  
  
=== "sounds" ===
+
== "eatPartcles" ==
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Sound]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A strings containing the code to a [[Particles|Particle System]] file.</code>'''
  
'''Default Value:''' No default value is specified. Always need to provide your own.
+
'''Default Value:''' If not specified, will not play any particles.
  
  
This is the list of sounds that will be randomly selected in when showing the animal is happy.
+
This will decide what particles to play while the animal is eating.
  
  
== "idleBehaviours" ==
+
== "eating" ==
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing the name of a behaviour.</code>'''
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is eating. It will commonly look like;
 +
 
 +
<pre>
 +
  "happy": {
 +
    "emotes": [ "staxel.emote.farmAnimals.Eaiting_1"],
 +
  },
 +
</pre>
 +
 
 +
 
 +
=== "emotes" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is a list of behaviours that the animal will use when the animal is considered Idle. This is often the default behaviour. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
+
This is the list of emotes that will be randomly selected in when showing the animal is eating.
  
  
== "jumpForce" ==
+
== "eggs" ==
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blob|Blobs]]): <code>A list of blobs containing [[Items]]. See [[Items#How to Spawn an Item]] for more details.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the force the will get applied when the animal starts to jump. Be sure to set this high enough for your animal to get over blocks.
+
This is the list of items you want the Animal to lay on occasion. Each of these items will need to follow the [[Items#How to Spawn an Item]] of normal items.  
  
  
== "milkingBehaviours" ==
+
== "expressions" ==
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing the name of a behaviour.</code>'''
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on what [[Expressions]] will be played with certain moods. It will commonly look like;
  
'''Default Value:''' No default value is specified. Always need to provide your own.
+
<pre>
 +
  "expressions": {
 +
    "great": [ "staxel.accessories.eyes.BlackCat.great"],
 +
    "good": [ "staxel.accessories.eyes.BlackCat.happy"],
 +
    "normal": [ "staxel.accessories.eyes.BlackCat.normal"],
 +
    "bad": [ "staxel.accessories.eyes.BlackCat.bad"],
 +
    "horrible": [ "staxel.accessories.eyes.BlackCat.horrible"],
 +
    "sleeping": [ "staxel.accessories.eyes.BlackCat.sleeping"]
 +
  },
 +
</pre>
  
 +
=== "great" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Expressions]] file.</code>'''
  
This is a list of behaviours that the animal will use when the animal is being milked. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
+
'''Default Value:''' If not specified, will not change the face.
  
  
== "milks" ==
+
This is the list of expressions to use when showing off great level happiness.
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blobs|Blob]] ): <code>A list of blobs containing [[Items]].</code>'''
+
  
'''Default Value:''' No default value is specified. Always need to provide your own.
 
  
 +
=== "normal" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Expressions]] file.</code>'''
  
This is the list of items you want the Animal to give when they are milked. Each of these items will need to follow the [[Items#Universal Spawning Rules]] of normal items.  
+
'''Default Value:''' If not specified, will not change the face.
  
  
=== "models" ===
+
This is the list of expressions to use when showing off good level happiness.
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]]): <code>A list of strings each containing the path to a model.</code>'''
+
  
'''Default Value:''' No default value is specified. Always need to provide your own.
 
  
 +
=== "good" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Expressions]] file.</code>'''
  
This is a list of models that will be randomly used when creating the animal.
+
'''Default Value:''' If not specified, will not change the face.
  
  
== "movementVelocity" ==
+
This is the list of expressions to use when showing off good level happiness.
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
+
  
'''Default Value:''' No default value is specified. Always need to provide your own.
 
  
 +
=== "bad" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Expressions]] file.</code>'''
  
This is the maximum speed that the Animal will move at.
+
'''Default Value:''' If not specified, will not change the face.
  
  
== "names" ==
+
This is the list of expressions to use when showing off bad level happiness.
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing any valid values.</code>'''
+
  
'''Default Value:''' No default value is specified. Always need to provide your own.
 
  
 +
=== "horrible" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Expressions]] file.</code>'''
  
This is a list of names that will be randomly given to the animal upon spawning.
+
'''Default Value:''' If not specified, will not change the face.
  
  
=== "nudeModels" ===
+
This is the list of expressions to use when showing off horrible level happiness.
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]]): <code>A list of strings each containing the path to a model.</code>'''
+
  
'''Default Value:''' No default value is specified. Always need to provide your own.
 
  
 +
=== "sleeping" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Expressions]] file.</code>'''
  
This is a list of models that will be randomly used when the animal is sheared. They will go back to a normal model after regrowing their wool.
+
'''Default Value:''' If not specified, will not change the face.
  
  
== "playBehaviours" ==
+
This is the list of expressions to use when showing that the animal is sleeping.
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing the name of a behaviour.</code>'''
+
 
 +
 
 +
== "feedKind" ==
 +
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>Any valid string.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is a list of behaviours that the animal will use when the animal is interacted with. These behaviours are special and are usually associated with specific items. Such as those with the [[Throwable Component]]. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
+
This is the string containing what the animal will eat. This animal will then proceed to eat from [[Tiles]] that have a [[Feeder Component]] with this particular string.
  
  
== "poops" ==
+
== "grazes" ==
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blobs|Blob]] ): <code>A list of blobs containing [[Items]].</code>'''
+
'''Valid options ([[Modding_Key_Terms#Bool|Bool]]): <code>True or False</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the list of items you want the Animal to poop out on occasion. Each of these items will need to follow the [[Items#Universal Spawning Rules]] of normal items.  
+
This will determine whether or not the Animal will show the eating the ground animation. This will not determine if the animal will turn the grass to dirt. (That is decided by [[#"eatsGrass"]].)
  
  
== "pushedForce" ==
+
== "happy" ==
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is happy. It will commonly look like;
 +
 
 +
<pre>
 +
  "happy": {
 +
    "emotes": [ "staxel.emote.farmAnimals.Happy_1"],
 +
    "sounds": [ "staxel.sounds.farmAnimals.Chicken.happy_1"]
 +
  },
 +
</pre>
 +
 
 +
=== "emotes" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the force the will get applied when the animal when it gets pushed. This particular force happens when the animal is idle. (i.e. Not doing anything.)
+
This is the list of emotes that will be randomly selected in when showing the animal is happy.
  
  
== "resistedPushedForce" ==
+
=== "sounds" ===
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Sound]] file.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the force the will get applied when the animal when it gets pushed. This particular force happens when the animal is not idle. (i.e. Moving, eating etc)
+
This is the list of sounds that will be randomly selected in when showing the animal is happy.
  
  
== "shearingBehaviours" ==
+
== "idleBehaviours" ==
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing the name of a behaviour.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing the name of a behaviour.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is a list of behaviours that the animal will use when the animal is being sheared. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
+
This is a list of behaviours that the animal will use when the animal is considered Idle. This is often the default behaviour. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
  
  
== "sleepy" ==
+
== "jumpForce" ==
'''Valid options ([[Modding_Key_Terms#Bool|Bool]]): <code>True or False</code>'''
+
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
  
'''Default Value:''' If not specified, will default to false.
+
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This will determine if the animal will randomly sleep throughout the day.
+
This is the force the will get applied when the animal starts to jump. Be sure to set this high enough for your animal to get over blocks.
  
  
== "spawnBehaviours" ==
+
== "milkingBehaviours" ==
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing the name of a behaviour.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing the name of a behaviour.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is a list of behaviours that the animal will use when spawning into the world. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
+
This is a list of behaviours that the animal will use when the animal is being milked. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
  
  
== "standingResistance" ==
+
== "milks" ==
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blob|Blobs]]): <code>A list of blobs containing [[Items]]. See [[Items#How to Spawn an Item]] for more details.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the amount of resistance to movement the animal will have while on the ground.
+
This is the list of items you want the Animal to give when they are milked. Each of these items will need to follow the [[Items#How to Spawn an Item]] of normal items.  
  
  
== "turnSmoothingFactor" ==
+
== "models" ==
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the path to a model.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the largest angle you will allow the animal to turn in one tick. Note that this is in Radians.
+
This is a list of models that will be randomly used when creating the animal.
  
  
== "unhappy" ==
+
== "moods" ==
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is unhappy. It will commonly look like;
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on what [[Accessory|Accessories]] will be played with certain moods. It will commonly look like;
  
 
<pre>
 
<pre>
   "unhappy": {
+
   "moods": {
     "emotes": [ "staxel.emote.farmAnimals.Unhappy_1"],
+
     "great": [ "staxel.accessories.eyes.BlackCat.great"],
     "sounds": [ "staxel.sounds.farmAnimals.Chicken.unhappy_1"]
+
    "good": [ "staxel.accessories.eyes.BlackCat.happy"],
 +
    "normal": [ "staxel.accessories.eyes.BlackCat.normal"],
 +
    "bad": [ "staxel.accessories.eyes.BlackCat.bad"],
 +
    "horrible": [ "staxel.accessories.eyes.BlackCat.horrible"],
 +
     "sleeping": [ "staxel.accessories.eyes.BlackCat.sleeping"]
 
   },
 
   },
 
</pre>
 
</pre>
  
=== "emotes" ===
+
=== "great" ===
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Accessory]] file.</code>'''
  
'''Default Value:''' No default value is specified. Always need to provide your own.
+
'''Default Value:''' If not specified, will not change the face.
  
  
This is the list of emotes that will be randomly selected in when showing the animal is unhappy.
+
This is the list of accessories to use when showing off great level happiness.
  
  
=== "sounds" ===
+
=== "normal" ===
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Sound]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Accessory]] file.</code>'''
  
'''Default Value:''' No default value is specified. Always need to provide your own.
+
'''Default Value:''' If not specified, will not change the face.
  
  
This is the list of sounds that will be randomly selected in when showing the animal is unhappy.
+
This is the list of accessories to use when showing off normal level happiness.
  
  
== "unhappyBehaviours" ==
+
=== "good" ===
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|String]] ): <code>A list of strings containing the name of a behaviour.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Accessory]] file.</code>'''
  
'''Default Value:''' No default value is specified. Always need to provide your own.
+
'''Default Value:''' If not specified, will not change the face.
  
  
This is a list of behaviours that the animal will use when the player tries to perform an action while they are unhappy. These are used instead of milking and shearing behaviours when unhappy. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
+
This is the list of accessories to use when showing off good level happiness.
  
 +
=== "bad" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Accessory]] file.</code>'''
  
== "velocityRandomizationFactor" ==
+
'''Default Value:''' If not specified, will not change the face.
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
+
  
'''Default Value:''' No default value is specified. Always need to provide your own.
 
  
 +
This is the list of accessories to use when showing off bad level happiness.
  
This is the additional randomness added to movement. It will cause animals to move faster or slower while moving between destinations.
 
  
 +
=== "horrible" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Accessory]] file.</code>'''
  
== "wools" ==
+
'''Default Value:''' If not specified, will not change the face.
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blobs|Blob]] ): <code>A list of blobs containing [[Items]].</code>'''
+
  
'''Default Value:''' No default value is specified. Always need to provide your own.
 
  
 +
This is the list of accessories to use when showing off horrible level happiness.
  
This is the list of items you want the Animal to give when they are sheared. Each of these items will need to follow the [[Items#Universal Spawning Rules]] of normal items.
 
  
 +
=== "sleeping" ===
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Accessory]] file.</code>'''
  
 +
'''Default Value:''' If not specified, will not change the face.
  
  
 +
This is the list of accessories to use when showing that the animal is sleeping.
  
  
== "merchant" ==
+
== "moodOverrides" ==
This is an optional [[Modding_Key_Terms#Blob|Blob]] that contains information on the merchant that will stand nearby the stall. It will commonly look like;
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on what [[Accessory|Accessories]] will be played with certain moods. It will commonly look like;
  
 
<pre>
 
<pre>
"merchant" : {
+
    {
  "name" : "Melissa",
+
      "model": "staxel/pets/cat/EgyptianCat.qb",
  "dialogue" : "staxel.village.dialogue.FunStuffVendor",
+
      "moods": { //Skipped for brevity
  "offset" : { "x" : 2, "y" : 1.0, "z" : -5 },
+
      }
  "outfit" : { //exclude for random
+
     },
     "accessory" : "",
+
     {
     "shirt" : "staxel.accessories.fullBodyOutfits.MagicMerchant",
+
      "model": "staxel/pets/cat/FloofyCat.qb",
    "trousers" : "",
+
      "moods": { //Skipped for brevity
    "shoes" : "",
+
      }
     "hat" : "",
+
     },
  }
+
}
+
 
</pre>
 
</pre>
  
=== "dialogue" ===
+
=== "model" ===
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Dialogue]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A strings containing a path to a Model that is being used in this Animal.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the dialogue that the merchant will use.  
+
This is the model that will apply these moods to.
  
  
=== "name" ===
+
=== "moods" ===
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>Any valid String.</code>'''
+
This is a [[Modding_Key_Terms#Blob|Blob]] that contains [[#"moods"]]. See that section for more information.
 +
 
 +
 
 +
== "movementVelocity" ==
 +
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the merchant's name.
+
This is the maximum speed that the Animal will move at.
  
  
=== "offset" ===
+
== "names" ==
'''Valid options ([[Modding_Key_Terms#Vector 3|Vector 3]] - [[Modding_Key_Terms#Double|Double]]): <code>{ "x": 0, "y": 0, "z": 0 }</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing any valid values.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the Merchant NPC's offset compared to the location of the centre tile.
+
This is a list of names that will be randomly given to the animal upon spawning.
  
  
=== "outfit" ===
+
== "nudeModels" ==
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the merchants outfit. It will commonly look like;
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the path to a model.</code>'''
  
<pre>
+
'''Default Value:''' No default value is specified. Always need to provide your own.
"outfit" : {
+
  "accessory" : "",
+
  "shirt" : "staxel.accessories.fullBodyOutfits.MagicMerchant",
+
  "trousers" : "",
+
  "shoes" : "",
+
  "hat" : "",
+
}
+
</pre>
+
  
==== "accessory" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Accessory]] file.</code>'''
 
  
'''Default Value:''' If not specified, will not spawn any Accessory.
+
This is a list of models that will be randomly used when the animal is sheared. They will go back to a normal model after regrowing their wool.
  
  
This is the accessory that will be spawned for the accessory slot of the merchant.
+
== "paramAnimator" ==
 +
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A strings containing the code to a [[Parameter Animation]] file.</code>'''
  
 +
'''Default Value:''' If not specified, will not play any animation while eating.
  
==== "accessoryPalette" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Palettes|Palette]] file.</code>'''
 
  
'''Default Value:''' If not specified, will keep the default palette for the accessory.
+
This is the animation that will play while eating. You probably don't want to change from "staxel.paramAnimation.AnimalEat".
  
  
This is the palette that will be used for the accessory.
+
== "playBehaviours" ==
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing the name of a behaviour.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
==== "shirt" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Accessory]] file.</code>'''
 
  
'''Default Value:''' If not specified, will spawn a random shirt accessory. You can specify an empty string (e.g. "") to not have any accessory spawn.
+
This is a list of behaviours that the animal will use when the animal is interacted with. These behaviours are special and are usually associated with specific items. Such as those with the [[Throwable Component]]. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
  
  
This is the accessory that will be spawned for the shirt slot of the merchant.
+
== "poops" ==
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blob|Blobs]]): <code>A list of blobs containing [[Items]]. See [[Items#How to Spawn an Item]] for more details.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
==== "shirtPalette" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Palettes|Palette]] file.</code>'''
 
  
'''Default Value:''' If not specified, will keep the default palette for the accessory.
+
This is the list of items you want the Animal to poop out on occasion. Each of these items will need to follow the [[Items#How to Spawn an Item]] of normal items.  
  
  
This is the palette that will be used for the shirt.
+
== "pushedForce" ==
 +
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
==== "trousers" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Accessory]] file.</code>'''
 
  
'''Default Value:''' If not specified, will spawn a random trousers accessory. You can specify an empty string (e.g. "") to not have any accessory spawn.
+
This is the force the will get applied when the animal when it gets pushed. This particular force happens when the animal is idle. (i.e. Not doing anything.)
  
  
This is the accessory that will be spawned for the trousers slot of the merchant.
+
== "resistedPushedForce" ==
 +
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
==== "trousersPalette" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Palettes|Palette]] file.</code>'''
 
  
'''Default Value:''' If not specified, will keep the default palette for the accessory.
+
This is the force the will get applied when the animal when it gets pushed. This particular force happens when the animal is not idle. (i.e. Moving, eating etc)
  
  
This is the palette that will be used for the trousers.
+
== "shearingBehaviours" ==
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing the name of a behaviour.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
==== "shoes" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Accessory]] file.</code>'''
 
  
'''Default Value:''' If not specified, will spawn a random shoes accessory. You can specify an empty string (e.g. "") to not have any accessory spawn.
+
This is a list of behaviours that the animal will use when the animal is being sheared. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
  
  
This is the accessory that will be spawned for the shoes slot of the merchant.
+
== "sleepy" ==
 +
'''Valid options ([[Modding_Key_Terms#Bool|Bool]]): <code>True or False</code>'''
  
 +
'''Default Value:''' If not specified, will default to false.
  
==== "shoesPalette" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Palettes|Palette]] file.</code>'''
 
  
'''Default Value:''' If not specified, will keep the default palette for the accessory.
+
This will determine if the animal will randomly sleep throughout the day.
  
  
This is the palette that will be used for the shoes.
+
== "spawnBehaviours" ==
 +
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing the name of a behaviour.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
==== "hat" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Accessory]] file.</code>'''
 
  
'''Default Value:''' If not specified, will not spawn any Accessory.
+
This is a list of behaviours that the animal will use when spawning into the world. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
  
  
This is the accessory that will be spawned for the hat slot of the merchant.
+
== "standingResistance" ==
 +
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
==== "hatPalette" ====
 
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Palettes|Palette]] file.</code>'''
 
  
'''Default Value:''' If not specified, will keep the default palette for the accessory.
+
This is the amount of resistance to movement the animal will have while on the ground.
  
  
This is the palette that will be used for the hat.
+
== "turnSmoothingFactor" ==
 +
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
  
 +
'''Default Value:''' No default value is specified. Always need to provide your own.
  
== "sellBox" ==
+
 
This is an optional [[Modding_Key_Terms#Blob|Blob]] that contains information on the sell box. It will commonly look like;
+
This is the largest angle you will allow the animal to turn in one tick. Note that this is in Radians.
 +
 
 +
 
 +
== "unhappy" ==
 +
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on the what the effects that will play when the animal is unhappy. It will commonly look like;
  
 
<pre>
 
<pre>
"sellBox" :  
+
  "unhappy": {
{
+
    "emotes": [ "staxel.emote.farmAnimals.Unhappy_1"],
  "tile" : "staxel.merchants.SellBox",
+
    "sounds": [ "staxel.sounds.farmAnimals.Chicken.unhappy_1"]
  "offset" : { "x" : 1, "y" : 0, "z" : 3 }
+
  },
},
+
 
</pre>
 
</pre>
  
=== "offset" ===
+
=== "emotes" ===
'''Valid options ([[Modding_Key_Terms#Vector 3|Vector 3]] - [[Modding_Key_Terms#Integer|Integer]]): <code>{ "x": 0, "y": 0, "z": 0 }</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Emote]] file.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the sell box's offset compared to the location of the centre tile.
+
This is the list of emotes that will be randomly selected in when showing the animal is unhappy.
  
  
=== "tile" ===
+
=== "sounds" ===
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Tile]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings each containing the code to a [[Sound]] file.</code>'''
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the tile that will be used to act as the Sell Box. This tile should have a [[Docks|Dock Definition]] with a site that enables selling.
+
This is the list of sounds that will be randomly selected in when showing the animal is unhappy.
  
  
== "stall" ==
+
== "unhappyBehaviours" ==
This is a [[Modding_Key_Terms#Blob|Blob]] that contains information on how the stall should look and what it should sell. It will commonly look like;
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#String|Strings]]): <code>A list of strings containing the name of a behaviour.</code>'''
 
+
<pre>
+
"stall" :
+
{
+
    "tile" : "staxel.merchants.carts.BuildingMerchant",
+
    "treasurePool" : "staxel.treasure.funStuff"
+
},
+
</pre>
+
 
+
=== "tile" ===
+
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Tile]] file.</code>'''
+
  
 
'''Default Value:''' No default value is specified. Always need to provide your own.
 
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the tile that will be used to act as the stall. This tile should have a [[Docks|Dock Definition]] with multiple sites.
+
This is a list of behaviours that the animal will use when the player tries to perform an action while they are unhappy. These are used instead of milking and shearing behaviours when unhappy. The full list of Behaviour codes and what they do is listed under [[Animal Behaviours]].
  
  
=== "treasurePool" ===
+
== "velocityRandomizationFactor" ==
'''Valid options ([[Modding_Key_Terms#String|String]]): <code>A string containing the code to a [[Treasure Pools|Treasure Pool]] file.</code>'''
+
'''Valid options ([[Modding_Key_Terms#Double|Double]]): <code>A positive decimal number.</code>'''
  
'''Default Value:''' If not specified, will not fill any docks. If [[#"treasurePools"]] is specified, this will act second.
+
'''Default Value:''' No default value is specified. Always need to provide your own.
  
  
This is the Treasure Pool that will be used in order to fill docks in the stall. Will keep going until either the Treasure Pool has no more entries, or all docks are filled.
+
This is the additional randomness added to movement. It will cause animals to move faster or slower while moving between destinations.
  
  
=== "treasurePools" ===
+
== "wools" ==
This is a [[Modding_Key_Terms#Blob|Blob]] that contains no specified variables. However, you do add more variables to this blob yourself.
+
'''Valid options ([[Modding_Key_Terms#List|List]] of [[Modding_Key_Terms#Blob|Blobs]]): <code>A list of blobs containing [[Items]]. See [[Items#How to Spawn an Item]] for more details.</code>'''
  
Each variable in this file will have the name of the [[Docks#"siteName"]] as the property name. This property is then also a bool, which contains a single property. This single property is named "pool" which contains the treasure pool that should be used at this particular site.
+
'''Default Value:''' No default value is specified. Always need to provide your own.
  
This can commonly look like;
 
<pre>
 
"treasurePools" : {
 
  "body" : {
 
    "pool" : "staxel.treasure.mannequin.dresses"
 
  },
 
  "site2" : {
 
    "pool" : "staxel.treasure.something"
 
  }
 
}
 
</pre>
 
  
Which will fill the body site with dresses and the second site with something else.
+
This is the list of items you want the Animal to give when they are sheared. Each of these items will need to follow the [[Items#How to Spawn an Item]] of normal items.

Latest revision as of 08:39, 31 January 2018

In Staxel, *.farmAnimal files are used to specify a Animal. It specifies the following;

  • What the animal's model and body type is.
  • What behaviours the animal will have.
  • What the animal will give under certain circumstances.

Animals are probably the most complex file to make from scratch. They touch on so many different areas that it isn't uncommon to see at least 7 files per Animal.

Creating a *.farmAnimal file

Config Options

"code"

Valid options (String): A unique string which species what this Farm Animal is.

Default Value: No default value is specified. Always need to provide your own.


A string containing the code of the farm animal the blob will be referring to.


"airResistance"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the amount of resistance to movement the animal will have while on the ground.


"animationParameters"

This is a blob containing the values of how the animal can move and the animation that goes with that. It will commonly look like;

"animationParameters": {
  "WalkingStrideCycleLength": 0.5,
  "SwimmingStrideCycleLength": 0.5,
  "MaxWalkingSpeed": 2.0,
  "RunningStrideCycleLength": 2.0,
  "MinRunningSpeed": 3.0,
  "AnimationJitterFactor": 1.0
},

"AnimationJitterFactor"

Valid options (Float): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is how much the animation will vary from frame to frame. This effectively changes the animation playing speed where a value of 10 will play the animation 10 times as fast, while 0.1 will take 10 times as long to complete.


"MaxWalkingSpeed"

Valid options (Float): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the minimum velocity the animal will change its animation to. Going slower than this value will not make the animal animate slower.


"MinRunningSpeed"

Valid options (Float): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the maximum velocity the animal will change its animation to. Going higher than this value will not make the animal animate faster.


"RunningStrideCycleLength"

Valid options (Float): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the highest value for how long the running stride will take. Smaller values mean that the animation will repeat more often over a set distance.


"SwimmingStrideCycleLength"

Valid options (Float): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the value for how long the swimming stride will take. Smaller values mean that the animation will repeat more often over a set distance.


"WalkingStrideCycleLength"

Valid options (Float): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the lowest value for how long the running stride will take. Smaller values mean that the animation will repeat more often over a set distance.


"catatonic"

This is a Blob that contains information on the what the effects that will play when the animal is playing the "staxel.farmAnimalBehaviour.Catatonic" behaviour. (Most commonly done while despawning.) It will commonly look like;

"catatonic": {
  "emotes": [ "staxel.emote.farmAnimals.Eaiting_1"],
},

"emotes"

Valid options (List of Strings): A list of strings each containing the code to a Emote file.

Default Value: No default value is specified. Always need to provide your own.


This is the list of emotes that will be randomly selected in when showing the animal is catatonic.


"crateTile"

Valid options (String): A string containing the code to a Tile

Default Value: No default value is specified. Always need to provide your own.


This is the tile that is given when attempting to capture this animal. It should be the same one to spawn the animal, although it can be different.


"designs"

Valid options (List of Blobs ): A list of blobs.

Default Value: No default value is specified. Always need to provide your own.


This is a list of blobs containing all the different Villager Designs the animal can take. Often this is only used to specify the Species, gender, and Personalities of the animal and not to specify the clothing of the animal.


"despawnBehaviourKind"

Valid options (List of Strings): A list of strings containing the name of a behaviour.

Default Value: No default value is specified. Always need to provide your own.


This is a list of behaviours that the animal will use when despawning from the world. The full list of Behaviour codes and what they do is listed under Animal Behaviours.


"eatsFromHand"

This is an List of Blobs that contains information on each items that can be eaten. This will commonly look like;

"eatsFromHand": [ 
  { 
    "code": "staxel.item.crafting.Wool" 
  }
],

Each blob follows the Items#How to Spawn an Item of normal items.


"eatsGrass"

Valid options (Bool): True or False

Default Value: No default value is specified. Always need to provide your own.


This will determine if the animal will actually eat the tile tile and lose hunger. Will do nothing unless #"grazes" is true.


"eatPartcles"

Valid options (String): A strings containing the code to a Particle System file.

Default Value: If not specified, will not play any particles.


This will decide what particles to play while the animal is eating.


"eating"

This is a Blob that contains information on the what the effects that will play when the animal is eating. It will commonly look like;

  "happy": {
    "emotes": [ "staxel.emote.farmAnimals.Eaiting_1"],
  },


"emotes"

Valid options (List of Strings): A list of strings each containing the code to a Emote file.

Default Value: No default value is specified. Always need to provide your own.


This is the list of emotes that will be randomly selected in when showing the animal is eating.


"eggs"

Valid options (List of Blobs): A list of blobs containing Items. See Items#How to Spawn an Item for more details.

Default Value: No default value is specified. Always need to provide your own.


This is the list of items you want the Animal to lay on occasion. Each of these items will need to follow the Items#How to Spawn an Item of normal items.


"expressions"

This is a Blob that contains information on what Expressions will be played with certain moods. It will commonly look like;

  "expressions": {
    "great": [ "staxel.accessories.eyes.BlackCat.great"],
    "good": [ "staxel.accessories.eyes.BlackCat.happy"],
    "normal": [ "staxel.accessories.eyes.BlackCat.normal"],
    "bad": [ "staxel.accessories.eyes.BlackCat.bad"],
    "horrible": [ "staxel.accessories.eyes.BlackCat.horrible"],
    "sleeping": [ "staxel.accessories.eyes.BlackCat.sleeping"]
  },

"great"

Valid options (List of Strings): A list of strings each containing the code to a Expressions file.

Default Value: If not specified, will not change the face.


This is the list of expressions to use when showing off great level happiness.


"normal"

Valid options (List of Strings): A list of strings each containing the code to a Expressions file.

Default Value: If not specified, will not change the face.


This is the list of expressions to use when showing off good level happiness.


"good"

Valid options (List of Strings): A list of strings each containing the code to a Expressions file.

Default Value: If not specified, will not change the face.


This is the list of expressions to use when showing off good level happiness.


"bad"

Valid options (List of Strings): A list of strings each containing the code to a Expressions file.

Default Value: If not specified, will not change the face.


This is the list of expressions to use when showing off bad level happiness.


"horrible"

Valid options (List of Strings): A list of strings each containing the code to a Expressions file.

Default Value: If not specified, will not change the face.


This is the list of expressions to use when showing off horrible level happiness.


"sleeping"

Valid options (List of Strings): A list of strings each containing the code to a Expressions file.

Default Value: If not specified, will not change the face.


This is the list of expressions to use when showing that the animal is sleeping.


"feedKind"

Valid options (String): Any valid string.

Default Value: No default value is specified. Always need to provide your own.


This is the string containing what the animal will eat. This animal will then proceed to eat from Tiles that have a Feeder Component with this particular string.


"grazes"

Valid options (Bool): True or False

Default Value: No default value is specified. Always need to provide your own.


This will determine whether or not the Animal will show the eating the ground animation. This will not determine if the animal will turn the grass to dirt. (That is decided by #"eatsGrass".)


"happy"

This is a Blob that contains information on the what the effects that will play when the animal is happy. It will commonly look like;

  "happy": {
    "emotes": [ "staxel.emote.farmAnimals.Happy_1"],
    "sounds": [ "staxel.sounds.farmAnimals.Chicken.happy_1"]
  },

"emotes"

Valid options (List of Strings): A list of strings each containing the code to a Emote file.

Default Value: No default value is specified. Always need to provide your own.


This is the list of emotes that will be randomly selected in when showing the animal is happy.


"sounds"

Valid options (List of Strings): A list of strings each containing the code to a Sound file.

Default Value: No default value is specified. Always need to provide your own.


This is the list of sounds that will be randomly selected in when showing the animal is happy.


"idleBehaviours"

Valid options (List of Strings): A list of strings containing the name of a behaviour.

Default Value: No default value is specified. Always need to provide your own.


This is a list of behaviours that the animal will use when the animal is considered Idle. This is often the default behaviour. The full list of Behaviour codes and what they do is listed under Animal Behaviours.


"jumpForce"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the force the will get applied when the animal starts to jump. Be sure to set this high enough for your animal to get over blocks.


"milkingBehaviours"

Valid options (List of Strings): A list of strings containing the name of a behaviour.

Default Value: No default value is specified. Always need to provide your own.


This is a list of behaviours that the animal will use when the animal is being milked. The full list of Behaviour codes and what they do is listed under Animal Behaviours.


"milks"

Valid options (List of Blobs): A list of blobs containing Items. See Items#How to Spawn an Item for more details.

Default Value: No default value is specified. Always need to provide your own.


This is the list of items you want the Animal to give when they are milked. Each of these items will need to follow the Items#How to Spawn an Item of normal items.


"models"

Valid options (List of Strings): A list of strings each containing the path to a model.

Default Value: No default value is specified. Always need to provide your own.


This is a list of models that will be randomly used when creating the animal.


"moods"

This is a Blob that contains information on what Accessories will be played with certain moods. It will commonly look like;

  "moods": {
    "great": [ "staxel.accessories.eyes.BlackCat.great"],
    "good": [ "staxel.accessories.eyes.BlackCat.happy"],
    "normal": [ "staxel.accessories.eyes.BlackCat.normal"],
    "bad": [ "staxel.accessories.eyes.BlackCat.bad"],
    "horrible": [ "staxel.accessories.eyes.BlackCat.horrible"],
    "sleeping": [ "staxel.accessories.eyes.BlackCat.sleeping"]
  },

"great"

Valid options (List of Strings): A list of strings each containing the code to a Accessory file.

Default Value: If not specified, will not change the face.


This is the list of accessories to use when showing off great level happiness.


"normal"

Valid options (List of Strings): A list of strings each containing the code to a Accessory file.

Default Value: If not specified, will not change the face.


This is the list of accessories to use when showing off normal level happiness.


"good"

Valid options (List of Strings): A list of strings each containing the code to a Accessory file.

Default Value: If not specified, will not change the face.


This is the list of accessories to use when showing off good level happiness.

"bad"

Valid options (List of Strings): A list of strings each containing the code to a Accessory file.

Default Value: If not specified, will not change the face.


This is the list of accessories to use when showing off bad level happiness.


"horrible"

Valid options (List of Strings): A list of strings each containing the code to a Accessory file.

Default Value: If not specified, will not change the face.


This is the list of accessories to use when showing off horrible level happiness.


"sleeping"

Valid options (List of Strings): A list of strings each containing the code to a Accessory file.

Default Value: If not specified, will not change the face.


This is the list of accessories to use when showing that the animal is sleeping.


"moodOverrides"

This is a Blob that contains information on what Accessories will be played with certain moods. It will commonly look like;

    {
      "model": "staxel/pets/cat/EgyptianCat.qb",
      "moods": { //Skipped for brevity
      }
    },
    {
      "model": "staxel/pets/cat/FloofyCat.qb",
      "moods": { //Skipped for brevity
      }
    },

"model"

Valid options (String): A strings containing a path to a Model that is being used in this Animal.

Default Value: No default value is specified. Always need to provide your own.


This is the model that will apply these moods to.


"moods"

This is a Blob that contains #"moods". See that section for more information.


"movementVelocity"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the maximum speed that the Animal will move at.


"names"

Valid options (List of Strings): A list of strings containing any valid values.

Default Value: No default value is specified. Always need to provide your own.


This is a list of names that will be randomly given to the animal upon spawning.


"nudeModels"

Valid options (List of Strings): A list of strings each containing the path to a model.

Default Value: No default value is specified. Always need to provide your own.


This is a list of models that will be randomly used when the animal is sheared. They will go back to a normal model after regrowing their wool.


"paramAnimator"

Valid options (String): A strings containing the code to a Parameter Animation file.

Default Value: If not specified, will not play any animation while eating.


This is the animation that will play while eating. You probably don't want to change from "staxel.paramAnimation.AnimalEat".


"playBehaviours"

Valid options (List of Strings): A list of strings containing the name of a behaviour.

Default Value: No default value is specified. Always need to provide your own.


This is a list of behaviours that the animal will use when the animal is interacted with. These behaviours are special and are usually associated with specific items. Such as those with the Throwable Component. The full list of Behaviour codes and what they do is listed under Animal Behaviours.


"poops"

Valid options (List of Blobs): A list of blobs containing Items. See Items#How to Spawn an Item for more details.

Default Value: No default value is specified. Always need to provide your own.


This is the list of items you want the Animal to poop out on occasion. Each of these items will need to follow the Items#How to Spawn an Item of normal items.


"pushedForce"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the force the will get applied when the animal when it gets pushed. This particular force happens when the animal is idle. (i.e. Not doing anything.)


"resistedPushedForce"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the force the will get applied when the animal when it gets pushed. This particular force happens when the animal is not idle. (i.e. Moving, eating etc)


"shearingBehaviours"

Valid options (List of Strings): A list of strings containing the name of a behaviour.

Default Value: No default value is specified. Always need to provide your own.


This is a list of behaviours that the animal will use when the animal is being sheared. The full list of Behaviour codes and what they do is listed under Animal Behaviours.


"sleepy"

Valid options (Bool): True or False

Default Value: If not specified, will default to false.


This will determine if the animal will randomly sleep throughout the day.


"spawnBehaviours"

Valid options (List of Strings): A list of strings containing the name of a behaviour.

Default Value: No default value is specified. Always need to provide your own.


This is a list of behaviours that the animal will use when spawning into the world. The full list of Behaviour codes and what they do is listed under Animal Behaviours.


"standingResistance"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the amount of resistance to movement the animal will have while on the ground.


"turnSmoothingFactor"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the largest angle you will allow the animal to turn in one tick. Note that this is in Radians.


"unhappy"

This is a Blob that contains information on the what the effects that will play when the animal is unhappy. It will commonly look like;

  "unhappy": {
    "emotes": [ "staxel.emote.farmAnimals.Unhappy_1"],
    "sounds": [ "staxel.sounds.farmAnimals.Chicken.unhappy_1"]
  },

"emotes"

Valid options (List of Strings): A list of strings each containing the code to a Emote file.

Default Value: No default value is specified. Always need to provide your own.


This is the list of emotes that will be randomly selected in when showing the animal is unhappy.


"sounds"

Valid options (List of Strings): A list of strings each containing the code to a Sound file.

Default Value: No default value is specified. Always need to provide your own.


This is the list of sounds that will be randomly selected in when showing the animal is unhappy.


"unhappyBehaviours"

Valid options (List of Strings): A list of strings containing the name of a behaviour.

Default Value: No default value is specified. Always need to provide your own.


This is a list of behaviours that the animal will use when the player tries to perform an action while they are unhappy. These are used instead of milking and shearing behaviours when unhappy. The full list of Behaviour codes and what they do is listed under Animal Behaviours.


"velocityRandomizationFactor"

Valid options (Double): A positive decimal number.

Default Value: No default value is specified. Always need to provide your own.


This is the additional randomness added to movement. It will cause animals to move faster or slower while moving between destinations.


"wools"

Valid options (List of Blobs): A list of blobs containing Items. See Items#How to Spawn an Item for more details.

Default Value: No default value is specified. Always need to provide your own.


This is the list of items you want the Animal to give when they are sheared. Each of these items will need to follow the Items#How to Spawn an Item of normal items.