I'll certainly use this for my mod when I get around to making entities.
...
Although, I do have one question: What new features will this API have in the near future?
I feel simplicity is key, the fewer functions the interface implements, the easier it is to adopt. A lot of functionality not explicitly covered by the main hooks can be handled through customStringAndResponse. If you have any ideas though, I'd love to hear them out
I feel simplicity is key, the fewer functions the interface implements, the easier it is to adopt. A lot of functionality not explicitly covered by the main hooks can be handled through customStringAndResponse. If you have any ideas though, I'd love to hear them out
In the end, there really isn't much you can do to improve this API, although I'm sure you could think of--
...
Alright, I came up with one: isMimic(). In some mods there are entities that pretend to be blocks until something is triggered, like for instance those chests in The Aether. Adding this function would allow for, for instance, a skill in Doggy Talents that would have a dog growl when you're near a block that isn't an actual block.
In the end, there really isn't much you can do to improve this API, although I'm sure you could think of--
...
Alright, I came up with one: isMimic(). In some mods there are entities that pretend to be blocks until something is triggered, like for instance those chests in The Aether. Adding this function would allow for, for instance, a skill in Doggy Talents that would have a dog growl when you're near a block that isn't an actual block.
customstringandresponse would cover something like that, and it's oddly specific to make a mandatory field for all mods
I'm guessing we should compile of list of custom strings and responses employed by participating mods. For instance
Simply Horses{
checks for:
"canRideClydesdales"
return "yes" if your entity is about as small as a cat or is biped. No big entities such as wolves should be able to ride Clydesdales.
"canRideWagons"
Size limit: typical vanilla bipeds. Return "yes" if it makes sense that your entity should be able to ride on a wagon.
}
Those are the two strings used to determine if an out-of-mod entity should be able to ride Clydesdales and wagons on command :3.
I'm guessing we should compile of list of custom strings and responses employed by participating mods. For instance
Simply Horses{
checks for:
"canRideClydesdales"
return "yes" if your entity is about as small as a cat or is biped. No big entities such as wolves should be able to ride Clydesdales.
"canRideWagons"
Size limit: typical vanilla bipeds. Return "yes" if it makes sense that your entity should be able to ride on a wagon.
}
Those are the two strings used to determine if an out-of-mod entity should be able to ride Clydesdales and wagons on command :3.
I like that, but it should probably be an openly-editable document or something so we don't have to maintain it. Ideally this API will catch on, and listing everybody's hooks would become a pain in the neck
updated, now with an experimental server version, which should work, but hasn't been tested due to lack of SMP entity mods in general, much less ones that use this.
I would suggest adding optional entity parameters to most of the functions that correspond to the entity asking for the fact. For instance, it might be suicidal for a mob to attack a creeper unless the mob happens to be a tarrasque and enjoys the sweet succulence of sulfur.
Rollback Post to RevisionRollBack
You know, it occurs to me that the French are, in general, a highly melancholy people. On every street they rue something.
I would suggest adding optional entity parameters to most of the functions that correspond to the entity asking for the fact. For instance, it might be suicidal for a mob to attack a creeper unless the mob happens to be a tarrasque and enjoys the sweet succulence of sulfur.
What isn't working? What this does is let entities check things, the methods themselves don't do anything apart from information gathering. You still need to make the zombie attack pigs.
What isn't working? What this does is let entities check things, the methods themselves don't do anything apart from information gathering. You still need to make the zombie attack pigs.
Also, i'm planning on doing a mod spotlight on Simply Horses, Doggy Talents and Magicats once whatever that thing with Horses and Doggies is released.
Currently it's just Simply Horses, Doggy Talents and MagiCats, but quite a few high-profile mods are considering adopting it, and an EXTREMELY high-profile mod has it on its to-do list
Currently it's just Simply Horses, Doggy Talents and MagiCats, but quite a few high-profile mods are considering adopting it, and an EXTREMELY high-profile mod has it on its to-do list
Fantastic man, good to see the API being so successful.
I feel simplicity is key, the fewer functions the interface implements, the easier it is to adopt. A lot of functionality not explicitly covered by the main hooks can be handled through customStringAndResponse. If you have any ideas though, I'd love to hear them out
Thanks! I'm looking forward to it!
In the end, there really isn't much you can do to improve this API, although I'm sure you could think of--
...
Alright, I came up with one: isMimic(). In some mods there are entities that pretend to be blocks until something is triggered, like for instance those chests in The Aether. Adding this function would allow for, for instance, a skill in Doggy Talents that would have a dog growl when you're near a block that isn't an actual block.
customstringandresponse would cover something like that, and it's oddly specific to make a mandatory field for all mods
Those are the two strings used to determine if an out-of-mod entity should be able to ride Clydesdales and wagons on command :3.
Well, I tried. *continues doing nothing in offline Steam games*
great api, should make the dogs from your doggy talents mod much smarter.
I like that, but it should probably be an openly-editable document or something so we don't have to maintain it. Ideally this API will catch on, and listing everybody's hooks would become a pain in the neck
Huh... yeah, interesting idea, I like it!
hey dude
i was using this api in meh mod but its not working out at all like i try to use one of the methods you have but they don't work in game
Glad to see you have interest in it, but that's not how you do it. What you'd do is
Also, make sure you do all of the SparrowAPI methods, that's part of the requirements of an interface. To help you out, here's what I do for my dogs:
LOVE
YOU!
What isn't working? What this does is let entities check things, the methods themselves don't do anything apart from information gathering. You still need to make the zombie attack pigs.
oh ok i understand it now
Also, i'm planning on doing a mod spotlight on Simply Horses, Doggy Talents and Magicats once whatever that thing with Horses and Doggies is released.
Currently it's just Simply Horses, Doggy Talents and MagiCats, but quite a few high-profile mods are considering adopting it, and an EXTREMELY high-profile mod has it on its to-do list
Fantastic man, good to see the API being so successful.