Tiles/Components

From wiki
Revision as of 04:00, 27 August 2017 by DeamonHunter (Talk | contribs) (Initial commit.)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

This page is a collection of Components that are useful for tiles. Each component is used in different situations, from the general such as Pricing Component to the more specific, such as Fireworks Launcher Component.


Components for Specific Tools

This section specifies each and every component that is for a tool. Using these components, will specify that a certain tool can be used with this tile. These tools can be used for breaking or modifying the tile.

Axeable Component

This is the component for making your tile breakable by axes. This also specifies a way for using treasure that is used when destroyed.

For more information on how to use the Axeable Component, head to Axeable Component#When and How to use.


Hammerable Component

This is the component for making your tile breakable by hammers.

For more information on how to use the Hammerable Component, head to Hammerable Component#When and How to use.


Hoeable Component

This is the component for making your tilled by Hoes. This requires the the tile is also has a #"tileStateKind" of "staxel.tileState.Dirt". This is required as without it, nothing will happen to the tile.

For more information on how to use the Hoeable Component, head to Hoeable Component#When and How to use.


Mineable Component

This is the component for making your tile breakable by pickaxes. This also specifies a way for using treasure that is used when destroyed.

For more information on how to use the Mineable Component, head to Mineable Component#When and How to use.


Scytheable Component

This is the component for making your tile breakable by scythes. This also specifies a value for dropping mixed seeds when destroyed.

For more information on how to use the Scytheable Component, head to Scytheable Component#When and How to use.


Shovelable Component

This is the component for making your tile breakable by shovels.

For more information on how to use the Shovelable Component, head to Shovelable Component#When and How to use.


Sweepable Component

This is the component for making your tile breakable by broom. This also specifies a way for using treasure that is used when destroyed.

For more information on how to use the Sweepable Component, head to Sweepable Component#When and How to use.



General Components

These components can be used in most situations. These are generally used commonly and are even defined in Staxel's configuration files.

Grazable Component

This is the component for giving your tile the ability to be eaten by animals. This also specifies what tile this should turn into when eaten.

For more information on how to use the Grazable Component, head to Grazable Component#When and How to use.


Pricing Component

This is the component for giving your tile the ability to be bought and sold. This is needed for tiles that are to be used for normal play, with a few exceptions.

For more information on how to use the Pricing Component, head to Pricing Component#When and How to use.


Spawn On Break Component

This is the component that is used to specify what exactly to give to the player upon breaking. This is how you specify to give the same tile back when broken.

For more information on how to use the Spawn On Break Component, head to Spawn On Break Component#When and How to use.


Spreadable Component

This is the component that is used in order to make a tile spread to other tiles. This is used for both grass and weeds.

For more information on how to use the Spreadable Component, head to Spreadable Component#When and How to use.


Swimmable Component

This is the component that is used in give the ability for a player to swim through this tile.

For more information on how to use the Swimmable Component, head to Swimmable Component#When and How to use.


Tile Placement Component

This component allows you to move the tile in the players to make it fit better. Allows moving, rotating and scaling.

For more information on how to use the Tile Placement Component, head to Tile Placement Component#When and How to use.


Tile State Components

These components are used for the various Tile State Options that are available. These are often required when using Tile States.

Apiary Component

This is the component needed to help make Apiaries. Apiaries are tiles that allow bees to be placed inside of them and will produce honey once enough bees join. This component is required when you a Tile that has a #"tileStateKind" of "staxel.tileState.Apiary".

For more information on how to use the Apiary Component, head to Apiary Component#When and How to use.


Feeder Component

This is a component needed to make Tiles that feed Animals. Feeders will be able to feed animals a certain kind of food which is specified by Feeder Helper Components. This component is required when you have a Tile that has a #"tileStateKind" of "staxel.tileState.Feeder".

For more information on how to use the Feeder Component, head to Feeder Component#When and How to use.


Fireworks Launcher Component

This is the component needed to help make Fireworks Launchers. This turns the Tile into a very temporary tile which when interacted with will spawn a bunch of fireworks and destroy itself. This component is required when you have a Tile that has a #"tileStateKind" of "staxel.tileState.FireworksLauncher".

For more information on how to use the Fireworks Launcher, head to Fireworks Launcher Component#When and How to use.


Frame Animated Tile Component

This is the component needed to let Tiles have Animations without a Bone Animation file. This allows the Tile to switch through it's Tile#"variants" with a pre-determined time. This component is required when you have a Tile that has a #"tileStateKind" of "staxel.tileState.FrameAnimated". The tile should also have 1 or more Tile#"variants" to cycle through.

For more information on how to use the Frame Animated Tile Component, head to Frame Animated Tile Component#When and How to use.


Gatherable Component

This is the component needed in order to let this tile be Catchable. This cannot be used to make the tile Harvestable, as that requires a plant. If this Tile is Catachable then you are required to have a Tile that has a #"tileStateKind" of "staxel.tileState.Catchable".

For more information on how to use the Gatherable Component, head to Gatherable Component#When and How to use.


Goal Component

This is the component needed to help make Goals, such as Soccer goals. This tile will interact with any Item that has the category of "ball". This component is required when you have a Tile that has a #"tileStateKind" of "staxel.tileState.Goal".

For more information on how to use the Goal Component, head to Goal Component#When and How to use.


Lootable Component

This is the component needed to help make a tile that can be looted. There are multiple types of looting, from stealing to breaking open. This component is required when you have a Tile that has a #"tileStateKind" of "staxel.tileState.Lootable".

For more information on how to use the Lootable Component, head to Lootable Component#When and How to use.


Spawner Component

This is the component that is used to spawn specific entities. You can spawn; animals, villagers or treasures. This component is required when you have a Tile that has a #"tileStateKind" of "staxel.tileState.Spawner".

For more information on how to use the Spawner Component, head to Spawner Component#When and How to use.


Totem Component

This component allows Totem files to work. This tile will become the centre of the totem and will check tiles that are nearby. This component is required when you have a Tile that has a #"tileStateKind" of "staxel.tileState.Spawner".

For more information on how to use the Totem Component, head to Totem Component#When and How to use.