Class EntityBehaviorMultiplyBase
- Namespace
- Vintagestory.GameContent
- Assembly
- VSEssentials.dll
Common code for egg-laying and live births: this is all connected with food saturation and cooldowns.
This behavior will not make entities have offspring. You will want to use a behavior that extends from this (See EntityBehaviorMultiply).
Uses the "multiplybase" code Open in GitHub
[DocumentAsJson]
[JsonObject(MemberSerialization = MemberSerialization.OptIn)]
public class EntityBehaviorMultiplyBase : EntityBehavior
- Inheritance
-
EntityBehaviorMultiplyBase
- Derived
Fields
eatAnyway (Optional) (Default: false)
Whether the creature should eat even if not hungry
[DocumentAsJson("Optional", "false", false)]
[JsonProperty]
protected bool eatAnyway
Field Value
MultiplyCooldownDaysMax (Optional) (Default: 12)
The maximum number of in-game days that should pass before the creature can reproduce again
[DocumentAsJson("Optional", "12", false)]
[JsonProperty]
public double MultiplyCooldownDaysMax
Field Value
MultiplyCooldownDaysMin (Optional) (Default: 6)
The minimum number of in-game days that should pass before the creature can reproduce again
[DocumentAsJson("Optional", "6", false)]
[JsonProperty]
public double MultiplyCooldownDaysMin
Field Value
PortionsEatenForMultiply (Optional) (Default: 3)
How many portions the creature should eat to be able to multiply
[DocumentAsJson("Optional", "3", false)]
[JsonProperty]
public float PortionsEatenForMultiply