Mixed Seeds Items

From wiki
Revision as of 04:06, 27 July 2017 by DeamonHunter (Talk | contribs) (Initial commit.)

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

Items are fairly broad in their types. Each type has it's own properties and uses.

This page is for items that will act as if they were a Bag of Mixed Seeds.

Scythes are all items that have the following line;

"kind": "staxel.item.MixedSeeds",

Mixed Seeds, currently, has one extra component when compared to Craft Items, the Mixed Seeds Component. Adding this allows you to specify what seeds should be placed. This item will place a random plant when activated. If the placing fails, it will not select a new random plant until it is used.


Creating a Mixed Seeds Item

Mixed Seeds are created in almost the exact same way as Craft Items. In fact you should follow the guide, Craft Items#Creating a Craft Item, just replace the "kind" property with "staxel.item.MixedSeeds". When you have completed this, add a Mixed Seeds Component to the file by following the instructions there.


Spawning in a Mixed Seeds Item

Follow the guide at Craft Items#Spawning in a Craft Item. When that guide mentions "kind", make sure to use "staxel.item.MixedSeeds" instead of "staxel.item.CraftItem" else you won't be able to spawn the item. You can add one extra line to this file. This line is labelled "nextPlant" which contains the code of the next plant to be placed. Use this to force a plant to be placed. (As long as the item doesn't stack with another.) THis property is only available during spawning, and cannot be set as a part of the normal file.


Config Options

The list of basic properties is included at Craft Items#Config Options.

"nextPlant"

Valid options (String): A string pointing to a Plant's code.

Default Value: If not specified will just random as normal


This will be the plant that will be spawned next. As a note, this is only used on spawning an item.