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Furniture · Changes

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Update Furniture authored May 02, 2023 by Ashijin's avatar Ashijin
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Furniture.md
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......@@ -24,7 +24,25 @@ Furniture drops are defined under the furniture `Drops` section. This uses the s
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`
### Extra Blocks
Type-Specific Options
---------------------
### DISPLAY
- `Height` - The height of the display entity used for rendering. Defaults to 1.
- `Width` - The width of the display entity used for rendering. Defaults to 1.
- `Billboard` - `FIXED`, `CENTER`, `HORIZONRAL`, `VERTICAL`
- `Brightness` - How bright the object is. Defaults to max.
- `InterpolationDelay` - The interpolation delay when the model changes.
- `InterpolationDuration` - The duration over which the model changes (useful for state changes)
- `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`
- `Scale` - Changes the scaling sizes of the displayed item. Defaults to `.5,.5,.5` which matches item frame rendering.
### ITEM_FRAME
- `GlowingFrame` - Whether the frame should be a glowing frame which renders the furniture at 100% brightness at all times. Defaults to false.
Extra Parts
-----------
Furniture can be configured with several special extras that are placed in the world along with it:
#### Barrier Blocks (in a `Barriers` list)
......@@ -41,21 +59,30 @@ Furniture can be configured with several special extras that are placed in the w
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.
Type-Specific Options
---------------------
Furniture States
----------------
Furniture States are other states that furniture can be swapped into using the `furnitureState` mechanic.
### DISPLAY
- `Height` - The height of the display entity used for rendering. Defaults to 1.
- `Width` - The width of the display entity used for rendering. Defaults to 1.
- `Billboard` - `FIXED`, `CENTER`, `HORIZONRAL`, `VERTICAL`
- `Brightness` - How bright the object is. Defaults to max.
- `InterpolationDelay` - The interpolation delay when the model changes.
- `InterpolationDuration` - The duration over which the model changes (useful for state changes)
- `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`
- `Scale` - Changes the scaling sizes of the displayed item. Defaults to `.5,.5,.5` which matches item frame rendering.
This allows you to create dynamic furniture, such as:
- Crops that grow
- A lamp that turns on or off
- Drawers that open and close
### ITEM_FRAME
- `GlowingFrame` - Whether the frame should be a glowing frame which renders the furniture at 100% brightness at all times. Defaults to false.
States are placed under a `States` section like so:
```
TestFurniture:
Furniture:
Model: 1
DefaultState: <name>
States:
<name_2>:
Model: 2
<name_3>:
Model: 3
```
Each state can use any of the regular furniture options, and also `Lights: false` to turn light blocks off. When the `furnitureState` mechanic is called, the furniture will morph into the given state.
The `DefaultState` (defaults to "DEFAULT") allows you to set the name of the base version of the furniture for referencing in mecahnics.
Example Configuration
---------------------
......
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