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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TCreatureResource"></a><h1 class="cio">Class TCreatureResource</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
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<a href="CastleCreatures.html">CastleCreatures</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TCreatureResource = class(<a class="normal" href="CastleResources.T3DResource.html">T3DResource</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Basic abstract resource used by all creatures. Basic creature can walk or fly, has life and can be hurt, can fall down because of gravity and such.
<p>A "resource" is an information shared by all creatures of given type, for example you can have two instances of <code>TCreatureResource</code>: Werewolf and Knight. Actually, they would have to be instances of one of the <code>TCreatureResource</code> descendants, like <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html">TWalkAttackCreatureResource</a>, as <code>TCreatureResource</code> is abstract. Using them you can create and place on your your level milions of actual werewolves and knights (for example instances of <a class="normal" href="CastleCreatures.TWalkAttackCreature.html">TWalkAttackCreature</a>). Every werewolf on the level will have potentially different life and state (attacking, walking), but all werewolves will share the same resource, so e.g. all werewolves will use the same dying animation (<a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#DieAnimation">TWalkAttackCreatureResource.DieAnimation</a>) and dying sound (<a class="normal" href="CastleCreatures.TCreatureResource.html#SoundDie">TCreatureResource.SoundDie</a>).
<p>Note that some of the information stored in resource is only used to initialize new creatures and can be changed later during creature life, for example <a class="normal" href="CastleCreatures.TCreatureResource.html#DefaultMaxLife">TCreatureResource.DefaultMaxLife</a> and <a class="normal" href="CastleCreatures.TCreatureResource.html#Flying">TCreatureResource.Flying</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleResources.T3DResource.html">T3DResource</a></li>
<li class="thisitem">TCreatureResource</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TCreatureResource.html#DefaultDefaultMaxLife">DefaultDefaultMaxLife</a></b> = 100.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TCreatureResource.html#DefaultFlying">DefaultFlying</a></b> = false;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TCreatureResource.html#DefaultKnockBackDistance">DefaultKnockBackDistance</a></b> = 4.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TCreatureResource.html#DefaultSoundDieTiedToCreature">DefaultSoundDieTiedToCreature</a></b> = true;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TCreatureResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TCreatureResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a href="CastleCreatures.TCreatureResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a></b> = 0.0;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TCreatureResource.html#RadiusCalculate">RadiusCalculate</a></b>(const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Single; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TCreatureResource.html#PrepareCore">PrepareCore</a></b>(const BaseLights: <a href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>; const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const DoProgress: boolean); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TCreatureResource.html#FlexibleUp">FlexibleUp</a></b>: boolean; virtual;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleCreatures.TCreatureResource.html#Create">Create</a></b>(const AName: string); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TCreatureResource.html#Radius">Radius</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TCreatureResource.html#CreateCreature">CreateCreature</a></b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const MaxLife: Single): <a href="CastleCreatures.TCreature.html">TCreature</a>; virtual; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TCreatureResource.html#CreateCreature">CreateCreature</a></b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleCreatures.TCreature.html">TCreature</a>; overload;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TCreatureResource.html#InstantiatePlaceholder">InstantiatePlaceholder</a></b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const NumberPresent: boolean; const Number: Int64); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TCreatureResource.html#CreatureClass">CreatureClass</a></b>: <a href="CastleCreatures.html#TCreatureClass">TCreatureClass</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TCreatureResource.html#LoadFromFile">LoadFromFile</a></b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#Flying">Flying</a></b>: boolean read FFlying write FFlying default <a href="CastleCreatures.TCreatureResource.html#DefaultFlying">DefaultFlying</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#SoundSuddenPain">SoundSuddenPain</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundSuddenPain write FSoundSuddenPain default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#SoundDie">SoundDie</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundDie write FSoundDie default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#SoundDieTiedToCreature">SoundDieTiedToCreature</a></b>: boolean
read FSoundDieTiedToCreature write FSoundDieTiedToCreature
default <a href="CastleCreatures.TCreatureResource.html#DefaultSoundDieTiedToCreature">DefaultSoundDieTiedToCreature</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#DefaultMaxLife">DefaultMaxLife</a></b>: Single
read FDefaultMaxLife write FDefaultMaxLife default <a href="CastleCreatures.TCreatureResource.html#DefaultDefaultMaxLife">DefaultDefaultMaxLife</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#KnockBackDistance">KnockBackDistance</a></b>: Single
read FKnockBackDistance write FKnockBackDistance
default <a href="CastleCreatures.TCreatureResource.html#DefaultKnockBackDistance">DefaultKnockBackDistance</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#KnockBackSpeed">KnockBackSpeed</a></b>: Single
read FKnockBackSpeed write FKnockBackSpeed
default <a href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">T3DAlive.DefaultKnockBackSpeed</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#AttackDamageConst">AttackDamageConst</a></b>: Single
read FAttackDamageConst write FAttackDamageConst default <a href="CastleCreatures.TCreatureResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#AttackDamageRandom">AttackDamageRandom</a></b>: Single
read FAttackDamageRandom write FAttackDamageRandom default <a href="CastleCreatures.TCreatureResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#AttackKnockbackDistance">AttackKnockbackDistance</a></b>: Single
read FAttackKnockbackDistance write FAttackKnockbackDistance default <a href="CastleCreatures.TCreatureResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#MiddleHeight">MiddleHeight</a></b>: Single
read FMiddleHeight write FMiddleHeight
default <a href="Castle3D.T3DCustomTransform.html#DefaultMiddleHeight">T3DCustomTransform.DefaultMiddleHeight</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#FallMinHeightToSound">FallMinHeightToSound</a></b>: Single
read FFallMinHeightToSound write FFallMinHeightToSound default <a href="Castle3D.html#DefaultCreatureFallMinHeightToSound">DefaultCreatureFallMinHeightToSound</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#FallMinHeightToDamage">FallMinHeightToDamage</a></b>: Single
read FFallMinHeightToDamage write FFallMinHeightToDamage default <a href="Castle3D.html#DefaultFallMinHeightToDamage">DefaultFallMinHeightToDamage</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#FallDamageScaleMin">FallDamageScaleMin</a></b>: Single
read FFallDamageScaleMin write FFallDamageScaleMin default <a href="Castle3D.html#DefaultFallDamageScaleMin">DefaultFallDamageScaleMin</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#FallDamageScaleMax">FallDamageScaleMax</a></b>: Single
read FFallDamageScaleMax write FFallDamageScaleMax default <a href="Castle3D.html#DefaultFallDamageScaleMax">DefaultFallDamageScaleMax</a>;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TCreatureResource.html#FallSound">FallSound</a></b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FFallSound write FFallSound;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="DefaultDefaultMaxLife"></a><code>internal const <b>DefaultDefaultMaxLife</b> = 100.0;</code></td>
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<p>
Default value for <a class="normal" href="CastleCreatures.TCreatureResource.html#DefaultMaxLife">TCreatureResource.DefaultMaxLife</a>. Yes, it's not a typo, this identifier starts with "DefaultDefault".</p>
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<td class="itemcode"><a name="DefaultFlying"></a><code>internal const <b>DefaultFlying</b> = false;</code></td>
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<td class="itemcode"><a name="DefaultKnockBackDistance"></a><code>internal const <b>DefaultKnockBackDistance</b> = 4.0;</code></td>
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<td class="itemcode"><a name="DefaultSoundDieTiedToCreature"></a><code>internal const <b>DefaultSoundDieTiedToCreature</b> = true;</code></td>
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<td class="itemcode"><a name="DefaultAttackDamageConst"></a><code>internal const <b>DefaultAttackDamageConst</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultAttackDamageRandom"></a><code>internal const <b>DefaultAttackDamageRandom</b> = 0.0;</code></td>
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<td class="itemcode"><a name="DefaultAttackKnockbackDistance"></a><code>internal const <b>DefaultAttackKnockbackDistance</b> = 0.0;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="RadiusCalculate"></a><code>function <b>RadiusCalculate</b>(const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Single; virtual;</code></td>
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<td class="itemcode"><a name="PrepareCore"></a><code>procedure <b>PrepareCore</b>(const BaseLights: <a href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>; const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const DoProgress: boolean); override;</code></td>
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<td class="itemcode"><a name="FlexibleUp"></a><code>function <b>FlexibleUp</b>: boolean; virtual;</code></td>
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Can the "up" vector be skewed, that is: not equal to gravity up vector. This is used when creating creature in <a class="normal" href="CastleCreatures.TCreatureResource.html#CreateCreature">CreateCreature</a>. The default implementation here returns <code>True</code>, which allows creature model to point slightly upward/downward.
<p>Override this to return <code>False</code> if given creature kind for some reason cannot have up vector different. For example, <a class="normal" href="CastleCreatures.TWalkAttackCreature.html">TWalkAttackCreature</a> AI assumes that the non-flying creature is always standing up. For now, non-flying <a class="normal" href="CastleCreatures.TWalkAttackCreature.html">TWalkAttackCreature</a> cannot "stand up" before walking, in case it's up vector gets skewed.</p>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const AName: string); override;</code></td>
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<td class="itemcode"><a name="Radius"></a><code>function <b>Radius</b>: Single;</code></td>
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Sphere radius for collision detection for alive creatures. Must be something <> 0 for collision detection.
<p>You can define it in the creature resource.xml file, by setting radius="xxx" attribute on the root <resource> element.
<p>If it's not defined (or zero) in resource.xml file, then we use automatically calculated radius using <a class="normal" href="CastleCreatures.TCreatureResource.html#RadiusCalculate">RadiusCalculate</a>, that is adjusted to the bounding box of the animation.
<p>Note that this radius is not used at all when creature is dead, as dead creatures usually have wildly different boxes (tall humanoid creature probably has a flat bounding box when it's dead lying on the ground), so trying to use (the same) radius would only cause problems. Using sphere collision is also not necessary for dead creatures. See <a class="normal" href="Castle3D.T3D.html#Sphere">T3D.Sphere</a> for more discussion about when the sphere is a useful bounding volume.
<p>The sphere center is the Middle point ("eye position") of the given creature. If the creature may be affected by gravity then make sure radius is < than PreferredHeight of the creature, see T3D.PreferredHeight, otherwise creature may get stuck into ground. In short, if you use the default implementations, PreferredHeight is by default <i><a class="normal" href="CastleCreatures.TCreatureResource.html#MiddleHeight">MiddleHeight</a> (default 0.5) * bounding box height</i>. Your radius must be smaller for all possible bounding box heights when the creature is not dead.</p>
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<td class="itemcode"><a name="CreateCreature"></a><code>function <b>CreateCreature</b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const MaxLife: Single): <a href="CastleCreatures.TCreature.html">TCreature</a>; virtual; overload;</code></td>
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Create the <a class="normal" href="CastleCreatures.TCreature.html">TCreature</a> instance using this resource. Uses <a class="normal" href="CastleCreatures.TCreature.html">TCreature</a> descendant that can best cooperate with this resource, e.g. if this resource has settings for short-range fight, then the <a class="normal" href="CastleCreatures.TCreature.html">TCreature</a> instance will be able to short-range fight.
<p>The creature is added to the World, and it's owned by World.
<p>This is the only way to create <a class="normal" href="CastleCreatures.TCreature.html">TCreature</a> instances.
<p>ADirection passed here is normalized, and then used as initial TCreature.Direction value.
<p></p>
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<td class="itemcode"><a name="CreateCreature"></a><code>function <b>CreateCreature</b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleCreatures.TCreature.html">TCreature</a>; overload;</code></td>
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<td class="itemcode"><a name="InstantiatePlaceholder"></a><code>procedure <b>InstantiatePlaceholder</b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const NumberPresent: boolean; const Number: Int64); override;</code></td>
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<p>
Instantiate creature placeholder, by calling <a class="normal" href="CastleCreatures.TCreatureResource.html#CreateCreature">CreateCreature</a>.</p>
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<td class="itemcode"><a name="CreatureClass"></a><code>function <b>CreatureClass</b>: <a href="CastleCreatures.html#TCreatureClass">TCreatureClass</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Flying"></a><code>property <b>Flying</b>: boolean read FFlying write FFlying default <a href="CastleCreatures.TCreatureResource.html#DefaultFlying">DefaultFlying</a>;</code></td>
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Flying creatures are not affected by gravity and (in case of <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html">TWalkAttackCreatureResource</a>) their move direction is free.
<p>For all creatures, TCreature.Gravity (inherited from T3D.Gravity) is set to <code>"not Flying"</code> at creation. (Except <a class="normal" href="CastleCreatures.TMissileCreatureResource.html">TMissileCreatureResource</a>, that has special approach to gravity, see <a class="normal" href="CastleCreatures.TMissileCreatureResource.html#DirectionFallSpeed">TMissileCreatureResource.DirectionFallSpeed</a>.)
<p>For <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html">TWalkAttackCreatureResource</a>, additionally Flying allows to move freely, while non-flying creatures are constrained to move (and think about moving) only horizontally.
<p>You can always change the Gravity property of a particular creature during it's lifetime, so a creature may start/stop flying during game. For example, this is how you can let your creatures to use jetpack and such. Be careful about creature <a class="normal" href="CastleCreatures.TCreatureResource.html#Radius">Radius</a> and <a class="normal" href="CastleCreatures.TCreatureResource.html#MiddleHeight">MiddleHeight</a> properties in this case, make sure that the values (explicitly set or automatically calculated) are suitable for both flying and non-flying states.</p>
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<td class="itemcode"><a name="SoundSuddenPain"></a><code>property <b>SoundSuddenPain</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundSuddenPain write FSoundSuddenPain default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><a name="SoundDie"></a><code>property <b>SoundDie</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FSoundDie write FSoundDie default <a href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><a name="SoundDieTiedToCreature"></a><code>property <b>SoundDieTiedToCreature</b>: boolean
read FSoundDieTiedToCreature write FSoundDieTiedToCreature
default <a href="CastleCreatures.TCreatureResource.html#DefaultSoundDieTiedToCreature">DefaultSoundDieTiedToCreature</a>;</code></td>
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See <a class="normal" href="CastleCreatures.TCreature.html#Sound3d">TCreature.Sound3d</a> TiedToCreature parameter docs. You can set this to false if you want <a class="normal" href="CastleCreatures.TCreatureResource.html#SoundDie">SoundDie</a> to last even after the creature object was destroyed.</p>
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<td class="itemcode"><a name="DefaultMaxLife"></a><code>property <b>DefaultMaxLife</b>: Single
read FDefaultMaxLife write FDefaultMaxLife default <a href="CastleCreatures.TCreatureResource.html#DefaultDefaultMaxLife">DefaultDefaultMaxLife</a>;</code></td>
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<p>
The default MaxLife for creatures of this resource.
<p>Note that you can always override it for a particular creature instance. You can use a special creature placeholder with a specific starting life value (see <a class="normal" href="CastleLevels.TGameSceneManager.html#LoadLevel">TGameSceneManager.LoadLevel</a> for placeholders docs, and see <a href="http://castle-engine.sourceforge.net/castle-development.php">http://castle-engine.sourceforge.net/castle-development.php</a> about the creature placeholders). Or you can use <a class="normal" href="CastleCreatures.TCreatureResource.html#CreateCreature">CreateCreature</a> overloaded version that takes extra MaxLife parameter.
<p>So this is only a "suggested" default for MaxLife of this creature.</p>
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<td class="itemcode"><a name="KnockBackDistance"></a><code>property <b>KnockBackDistance</b>: Single
read FKnockBackDistance write FKnockBackDistance
default <a href="CastleCreatures.TCreatureResource.html#DefaultKnockBackDistance">DefaultKnockBackDistance</a>;</code></td>
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<p>
Distance this creature is knocked back when hurt (should reflect the creature weight, how easy it is to push this creature).
<p>Will always be multiplied by the knocking distance of the weapon that caused the push (which should reflect the force of the weapon blow), see <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackKnockbackDistance">TItemWeaponResource.AttackKnockbackDistance</a>.
<p>Only for <a class="normal" href="CastleCreatures.TWalkAttackCreature.html">TWalkAttackCreature</a>, the final distance the creature is knocked back is capped by the time of the HurtAnimation (HurtAnimation.Duration). When the hurt animation ends, the knockback effect always ends, even if the distance (creature * weapon) indicates it should be knocked further. Otherwise knockback would work on standing creature, which could look bad. This may be changed some day.</p>
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<td class="itemcode"><a name="KnockBackSpeed"></a><code>property <b>KnockBackSpeed</b>: Single
read FKnockBackSpeed write FKnockBackSpeed
default <a href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">T3DAlive.DefaultKnockBackSpeed</a>;</code></td>
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See <a class="normal" href="Castle3D.T3DAlive.html#KnockBackSpeed">T3DAlive.KnockBackSpeed</a>.</p>
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<td class="itemcode"><a name="AttackDamageConst"></a><code>property <b>AttackDamageConst</b>: Single
read FAttackDamageConst write FAttackDamageConst default <a href="CastleCreatures.TCreatureResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a>;</code></td>
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<p>
Default attack damage and knockback. Used only by the creatures that actually do some kind of direct attack. For example it is used for short-range attack by <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html">TWalkAttackCreatureResource</a> (if <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html#AttackAnimation">TWalkAttackCreatureResource.AttackAnimation</a> defined) and for hit of <a class="normal" href="CastleCreatures.TMissileCreatureResource.html">TMissileCreatureResource</a>.
<p>All these values must be >= 0.
<p><a class="normal" href="CastleCreatures.TCreatureResource.html#AttackKnockbackDistance">AttackKnockbackDistance</a> = 0 means no knockback.
<p></p>
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<td class="itemcode"><a name="AttackDamageRandom"></a><code>property <b>AttackDamageRandom</b>: Single
read FAttackDamageRandom write FAttackDamageRandom default <a href="CastleCreatures.TCreatureResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a>;</code></td>
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<td class="itemcode"><a name="AttackKnockbackDistance"></a><code>property <b>AttackKnockbackDistance</b>: Single
read FAttackKnockbackDistance write FAttackKnockbackDistance default <a href="CastleCreatures.TCreatureResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a>;</code></td>
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<td class="itemcode"><a name="MiddleHeight"></a><code>property <b>MiddleHeight</b>: Single
read FMiddleHeight write FMiddleHeight
default <a href="Castle3D.T3DCustomTransform.html#DefaultMiddleHeight">T3DCustomTransform.DefaultMiddleHeight</a>;</code></td>
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<p>
Height of the eyes of the creature, used for various collision detection routines. See <a class="normal" href="Castle3D.T3DCustomTransform.html#MiddleHeight">T3DCustomTransform.MiddleHeight</a> for a precise documentation.
<p>Game developers can use the <a class="normal" href="Castle3D.html#RenderDebug3D">RenderDebug3D</a> variable to easily visualize the bounding sphere (and other things) around resources. The bounding sphere is centered around the point derived from <code>MiddleHeight</code> setting and with given (or automatically calculated) <a class="normal" href="CastleCreatures.TCreatureResource.html#Radius">Radius</a>.</p>
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<td class="itemcode"><a name="FallMinHeightToSound"></a><code>property <b>FallMinHeightToSound</b>: Single
read FFallMinHeightToSound write FFallMinHeightToSound default <a href="Castle3D.html#DefaultCreatureFallMinHeightToSound">DefaultCreatureFallMinHeightToSound</a>;</code></td>
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<td class="itemcode"><a name="FallMinHeightToDamage"></a><code>property <b>FallMinHeightToDamage</b>: Single
read FFallMinHeightToDamage write FFallMinHeightToDamage default <a href="Castle3D.html#DefaultFallMinHeightToDamage">DefaultFallMinHeightToDamage</a>;</code></td>
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<td class="itemcode"><a name="FallDamageScaleMin"></a><code>property <b>FallDamageScaleMin</b>: Single
read FFallDamageScaleMin write FFallDamageScaleMin default <a href="Castle3D.html#DefaultFallDamageScaleMin">DefaultFallDamageScaleMin</a>;</code></td>
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<td class="itemcode"><a name="FallDamageScaleMax"></a><code>property <b>FallDamageScaleMax</b>: Single
read FFallDamageScaleMax write FFallDamageScaleMax default <a href="Castle3D.html#DefaultFallDamageScaleMax">DefaultFallDamageScaleMax</a>;</code></td>
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<td class="itemcode"><a name="FallSound"></a><code>property <b>FallSound</b>: <a href="CastleSoundEngine.html#TSoundType">TSoundType</a>
read FFallSound write FFallSound;</code></td>
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Sound when falling. The default is the sound named 'creature_fall'.</p>
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