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Furniture
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---------
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Crucible allows people to create "furniture", custom objects that can be placed in the world. These custom objects can be interacted with in different ways, and can also utilize skills!
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Items that are configured to be furniture will have their corresponding furniture object placed in the world where the player is looking when right-clicked, and will drop the original item when broken by default (unless configured otherwise).
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Furniture objects are rendered using custom modeled objects placed in either Item Frames or Armor Stands.
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Furniture Options
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-----------------
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All options are placed under a "Furniture" section on an item.
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<!-- TABLE OF CONTENTS -->
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<!-- I am perfectly aware of the [[_TOC_]] shortcut, but in this instance it is not ideal -->
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- [Furniture Options](#furniture-options)
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- [Base Options](#base-options)
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- [Type-Specific Options](#type-specific-options)
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- [Drops](#drops)
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- [Furniture States](#furniture-states)
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- [Examples](#examples)
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### Base Options
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- `Type` - Defaults to `DISPLAY` on 1.19.4+, or `ITEM_FRAME` on lower versions.
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- `Material` - The material of the furniture object.
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- `Model` - The CustomModelData ID of the furniture object.
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- `Health` - How many times a piece of furniture has to be punched within a short interval to break.
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- `CanRotate` - If the furniture can be rotated. Defaults to true.
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- `GlowingItem` - Whether the item should glow
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- `Color` - A hex code to color the furniture. Only works on colorable items.
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## Furniture Options
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### Drops
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Furniture drops are defined under the furniture `Drops` section. This uses the standard MythicMobs drop table format.
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All options are placed under a `Furniture` section on an item, like so:
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```yaml
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ExampleFurniture:
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Id: IRON_NUGGET
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Type: FURNITURE
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Model: 5
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Furniture:
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Material: GOLD_NUGGET
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Model: 6
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```
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##
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### **Base Options**
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#### Type
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The type of the entity that will be used to display the Furniture's `Material`. Defaults to `DISPLAY` on 1.19.4+, or `ITEM_FRAME` on lower versions
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```yaml
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Furniture:
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Type: DISPLAY
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```
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#### Material
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The base material of the Furniture. If used on its own, the Furniture will only display this item as if it was placed in an Item Frame, but with the `Model` Option and an accompanying ResourcePack, custom models can be displayed
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```yaml
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Furniture:
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Material: BRICK
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```
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#### Model
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The CustomModelData value of the Furniture's `Material`
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```yaml
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Furniture:
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Material: BRICK
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Model: 12
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```
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#### Health
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The amount of times a piece of Furniture can be hit within a short timespan before breaking
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<br>Defaults to `1`
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```yaml
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Furniture:
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Health: 3
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```
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#### Hitbox
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The dimension of the Interaction Entity that will make up the hitbox of the Furniture. The hitbox will not be solid or repel entities, but can be interacted with.
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<br>Defaults to `1`x`1` if not barriers are present, or `0`x`0` if they are
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```
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Furniture:
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Hitbox:
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Height: 1
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Width: 1
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```
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#### CanRotate
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If the Furniture can be rotated if right clicked while sneaking
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<br>Defaults to `true`
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```yaml
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Furniture:
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CanRotate: false
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```
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#### GlowingItem
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If the Furniture should be glowing
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<br>Defaults to `false`
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```yaml
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Furniture:
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GlowingItem: true
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```
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#### DropSelf
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If the Furniture should drop itself once broken
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<br>Defaults to `true` in most cases
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```yaml
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Furniture:
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DropSelf: false
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```
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#### Color
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The Hex code used to set the Furniture's color. Only works on colorable items
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```yaml
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Furniture:
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Color: #00e277
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```
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#### Placement
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Where the Furniture is meant to be placed:
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- `FLOOR` - The item is to be placed like a block, on the ground or off the side face of a block
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- `HANGING` - The item is to be placed like an item frame or painting, against a wall
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- `CEILING` - The item is to be placed like glow berries, from a ceiling
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- `WALL` - Similar to hanging, except the item orientation (the invisible frame) is in the same orientation as FLOOR (on the bottom face of the block, facing up)
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Defaults to `FLOOR`
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```yaml
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Furniture:
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Placement: FLOOR
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```
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#### Barriers
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A list of relative coordinates where barriers will be placed. Useful to make a solid hitbox for the Furniture. Can be used with the `Hitbox` Option, and if both are present then both the Hitbox and the Barrier will act as the Furniture's Hitbox
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- The `x` is left/right
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- The `y` is up/down
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- The `z` is forward/backward
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The barriers rotates with the Furniture, and a Furniture cannot be placed or rotated if doing so would overlaps one of its barriers with anything but air blocks.
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```yaml
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Furniture:
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Barriers:
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- 0,0,0 # Will be placed on the same block as the base of the Furniture
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- 0,1,0 # Will be placed one block above the base of the Furniture
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- 0,0,1 # Will be placed one block "forward" the base of the Furniture, based on the Furniture's rotation
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```
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#### Lights
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A list of relative coordinates and an integer value that determines where the light sources will be placed and their light level. Useful to make the "light sources" of the Furniture
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- The `x` is left/right
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- The `y` is up/down
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- The `z` is forward/backward
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- The `INTEGER` value is for the light level of the light block
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The light blocks rotates with the Furniture, and a Furniture cannot be placed or rotated if doing so would overlaps one of its light blocks with anything but air blocks.
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A light block and a barrier **cannot be placed** on the same spot.
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```yaml
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Furniture:
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Lights:
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- -1,0,0 # Will be placed one block "to the right" the base of the Furniture, based on the Furniture's rotation
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- 0,-1,0 # Will be placed one block below the base of the Furniture
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- 0,0,-1 # Will be placed one block "backward" the base of the Furniture, based on the Furniture's rotation
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```
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#### Seats
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A list of relative coordinates where the Seats of the Furniture will be placed. Players can use them by right clicking the Furniture.
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- The `x` is left/right
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- The `y` is up/down
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- The `z` is forward/backward
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A Seat can overlap barriers and light sources of the Furniture and every kind of block present in the world when rotated.
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If multiple seats are created, when a player right clicks on a furniture the closest free spot, if any, will be selected as the seat
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```yaml
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Furniture:
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Seats:
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- 0,1,0,0,0 # A seat will be placed on block above the base of the Furniture
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```
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By default the furniture will drop itself when broken if there is no Drops field defined. You can make the furniture drop nothing by setting `Drops: []` or `DropSelf: false`
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##
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Type-Specific Options
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---------------------
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### **Type-Specific Options**
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### DISPLAY
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#### Display
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- `Height` - The height of the display entity used for rendering. Defaults to 1.
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- `Width` - The width of the display entity used for rendering. Defaults to 1.
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- `Billboard` - `FIXED`, `CENTER`, `HORIZONRAL`, `VERTICAL`
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... | ... | @@ -37,31 +171,19 @@ Type-Specific Options |
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- `Transform` - How the item is rendered. Defaults to `FIXED` which matches item frame rendering. Can also be `GROUND`, `GUI`, `HEAD`, `FIRSTPERSON_LEFTHAND`, `FIRSTPERSON_RIGHTHAND`, `THIRDPERSON_LEFTHAND`, `THIRDPERSON_RIGHTHAND`
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- `Scale` - Changes the scaling sizes of the displayed item. Defaults to `.5,.5,.5` which matches item frame rendering.
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### ITEM_FRAME
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#### Item_Frame
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- `GlowingFrame` - Whether the frame should be a glowing frame which renders the furniture at 100% brightness at all times. Defaults to false.
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## Drops
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Furniture drops are defined under the furniture `Drops` section. This uses the standard MythicMobs drop table format.
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Extra Parts
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-----------
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Furniture can be configured with several special extras that are placed in the world along with it:
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By default the furniture will drop itself when broken if there is no Drops field defined. You can make the furniture drop nothing by setting `Drops: []` or `DropSelf: false`.
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<br>If `DropSelf` is set to `true` and some `Drops` have been specified, then both the Furniture and the Drops will be dropped.
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#### Barrier Blocks (in a `Barriers` list)
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Barriers:
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- 0,0,0
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#### Light Blocks (with light level)
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Lights:
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- 0,2,0 15
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#### Seats (the closest seat is chosen when a player right-clicks the furniture)
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Seats:
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- 0,0.9,0,0,0
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Extra blocks are configured from the perspective of an object placed when the player is facing **yaw = 0**, and are rotated accordingly depending on how the furniture is placed.
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## Furniture States
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Furniture States
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----------------
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Furniture States are other states that furniture can be swapped into using the `furnitureState` mechanic.
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Furniture States are other states that furniture can be swapped into using the [`furnitureState`](/Skills/Mechanics/furniturestate) mechanic.
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This allows you to create dynamic furniture, such as:
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- Crops that grow
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... | ... | @@ -69,7 +191,7 @@ This allows you to create dynamic furniture, such as: |
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- Drawers that open and close
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States are placed under a `States` section like so:
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```
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```yaml
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TestFurniture:
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Furniture:
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Model: 1
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The `DefaultState` (defaults to "DEFAULT") allows you to set the name of the base version of the furniture for referencing in mecahnics.
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Example Configuration
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---------------------
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```
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## Examples
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```yaml
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TestFurniture:
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Id: IRON_NUGGET
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Display: 'Probably a Chair'
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... | ... | @@ -107,4 +228,33 @@ TestFurniture: |
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- sound{s=entity.zombie.break_wooden_door} @self ~onBlockBreak
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- sound{s=block.lever.click} @self ~onBlockRotate
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- sound{s=entity.zombie.attack_wooden_door} @self ~onDamaged
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```
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```yaml
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TestFurnitureStates:
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Id: BRICK
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Model: 2
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Display: 'Test States'
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Type: FURNITURE
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Furniture:
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Material: BRICK
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Model: 2
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Barriers:
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- 0,0,0
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DefaultState: BROKEN
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States:
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HALF_REPAIRED:
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Model: 3
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GlowingFrame: true
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REPAIRED:
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Model: 4
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Lights: true
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GlowingFrame: true
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GlowingItem: true
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FurnitureSkills:
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- setFurnitureState{state=BROKEN} ~onInteract
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?furnitureState{s=REPAIRED}
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- setFurnitureState{state=REPAIRED} ~onInteract
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?furnitureState{s=HALF_REPAIRED}
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- setFurnitureState{state=HALF_REPAIRED} ~onInteract
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?furnitureState{s=BROKEN}```
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``` |
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\ No newline at end of file |