stone axe item
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austin 2025-04-05 15:27:11 -04:00
parent 14adbe9d1e
commit b78b9728bf
6 changed files with 120 additions and 19 deletions

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@ -174,6 +174,53 @@
"offsetZ" : 0
},
"iconPath" : "Textures/icons/itemIconWeapon.png"
},
{
"id" : "Stone Axe",
"weaponData" : {
"weaponClass" : "sword1h",
"damage" : 7,
"weaponActionMovePenalty" : 0.3,
"hitboxes" : [
{
"type": "hit_connected",
"radius": 0.06,
"offset": [0, 0, 0.37]
}
]
},
"equipData": {
"equipClass" : "weapon1H"
},
"itemAudio": {
"uiGrabAudio" : "Audio/ui/items/specific/Pick Up Metal A.wav",
"uiReleaseAudio" : "Audio/ui/items/specific/Drop Metal A.wav"
},
"tokens" : [
"GRAVITY",
"MELEE",
"TARGETABLE",
"OUTLINE"
],
"graphicsTemplate": {
"model": {
"path" : "Models/items/weapons/axe1.glb"
}
},
"collidable": {
"type" : "CUBE",
"dimension1" : 0.04,
"dimension2" : 0.04,
"dimension3" : 0.8,
"rotX": 0,
"rotY": 0,
"rotZ": 0,
"rotW": 1,
"offsetX" : 0.0,
"offsetY" : 0.0,
"offsetZ" : 0.0
},
"iconPath" : "Textures/icons/itemIconItemGeneric.png"
}

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@ -6,6 +6,13 @@
"diffuse" : "/Models/items/weapons/shovel1.png",
"isDefault" : true
}
],
"Models/items/weapons/axe1.glb": [
{
"meshName" : "Axe",
"diffuse" : "/Models/items/weapons/axe.png",
"isDefault" : true
}
]
}
}

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@ -1447,6 +1447,9 @@ Harvest bushes kills them
Fix harvest interaction targeting client player entity on server side
Static rocks which harvest into rock items that spawn in forest
(04/05/2025)
Stone Axe item

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@ -10,56 +10,100 @@ import electrosphere.entity.Entity;
*/
public class HitboxData {
//a hitbox sphere that teleports to its new position between frames
/**
* A hitbox sphere that teleports to its new position between frames
*/
public static final String HITBOX_TYPE_HIT = "hit";
//a hurtbox sphere that teleports to its new position between frames
/**
* A hurtbox sphere that teleports to its new position between frames
*/
public static final String HITBOX_TYPE_HURT = "hurt";
//a hitbox sphere that is connected to its previous position by a capsule. The capsule is used for collision checks
/**
* A hitbox sphere that is connected to its previous position by a capsule. The capsule is used for collision checks
*/
public static final String HITBOX_TYPE_HIT_CONNECTED = "hit_connected";
//a hurtbox sphere that is connected to its previous position by a capsule. The capsule is used for collision checks
/**
* A hurtbox sphere that is connected to its previous position by a capsule. The capsule is used for collision checks
*/
public static final String HITBOX_TYPE_HURT_CONNECTED = "hurt_connected";
//a block sphere that is connected to its previous position by a capsule. The capsule is used for collision checks
/**
* A block sphere that is connected to its previous position by a capsule. The capsule is used for collision checks
*/
public static final String HITBOX_TYPE_BLOCK_CONNECTED = "block_connected";
//a hitbox with extra effect (ie more damage)
/**
* A hitbox with extra effect (ie more damage)
*/
public static final String HITBOX_SUBTYPE_SWEET = "sweet";
//a hitbox with normal effect
/**
* A hitbox with normal effect
*/
public static final String HITBOX_SUBTYPE_REUGLAR = "regular";
//a hitbox with less effect (ie reduced damange)
/**
* A hitbox with less effect (ie reduced damange)
*/
public static final String HITBOX_SUBTYPE_SOUR = "sour";
//used for debugging -- to show whether a hitbox is colliding with it or not
/**
* Used for debugging -- to show whether a hitbox is colliding with it or not
*/
public static final String HITBOX_TYPE_STATIC_CAPSULE = "static_capsule";
//the type of hitbox
/**
* The type of hitbox
*/
String type;
//the subtype of hitbox (ie, sweetspot, sour spot, critical spot, armor spot, etc)
/**
* The subtype of hitbox (ie, sweetspot, sour spot, critical spot, armor spot, etc)
*/
String subType;
//the bone it is attached to
/**
* The bone it is attached to
*/
String bone;
//the radius of the hitbox
/**
* The radius of the hitbox
*/
float radius;
//the length of a static capsule hitbox
/**
* The length of a static capsule hitbox
*/
float length;
//controls whether the hitbox is active or not
/**
* Controls whether the hitbox is active or not
*/
boolean active = false;
//override when block state is active. Used to make hitboxes function as blockboxes while blocking
/**
* Override when block state is active. Used to make hitboxes function as blockboxes while blocking
*/
boolean blockOverride = false;
//used for more advanced hitbox spawning to find hitbox position on frame update
/**
* Used for more advanced hitbox spawning to find hitbox position on frame update
*/
HitboxPositionCallback positionCallback;
//used to filter this hitbox to hitting only certain parent entities
/**
* Used to filter this hitbox to hitting only certain parent entities
*/
List<Entity> filter;
//The offset from the bone
/**
* The offset from the bone
*/
List<Double> offset;
/**