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title, mentions
| title | mentions | ||||
|---|---|---|---|---|---|
| Style Guide |
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This document will present the officially supported Bedrock-Wiki style guide for addon-creation. This guide aims to promote best practices while creating addons and create a consistent format for everyone to follow.
:::tip The style guide is a living, breathing document, which will evolve as addon-creation evolves. Please get in touch if you think something needs to be updated or changed! :::
Folder Structure
- No spaces in your file paths.
use_underscores. - No
CAPITALSin your identifiers, file names, or folder names. - The total character length of any path must not exceed 80 characters (console limitation).
- Content folders should use consistent pluralization: Don't mix and match.
Identifiers
Do not use identifiers that begin with a number, and especially don't use an identifier that is only a number. This applies to entities, component_groups, events, and anything else that takes a namespace:name pair.
File and Folder names
| Concept | Example Identifier |
|---|---|
| Behavior Pack | dragons_BP |
| Resource Pack | dragons_RP |
| Geometry | dragon.geo.json |
| Animation | dragon.animation.json |
| Animation Controller | dragon.ac.json |
| RP Entity | dragon.ce.json |
| BP Entity | dragon.se.json |
| Item 1.16.100+ | dragon_tooth.item.json |
| BP Item | dragon_tooth.item.bp.json |
| RP Item | dragon_tooth.item.rp.json |
| Render Controller | dragon.rc.json |
| Loot Table | dragon.loot.json |
| Recipe | dragon_saddle.recipe.json |
| Spawn Rules | dragon.spawn.json |
| Trade Table | dragon.trade.json |
| Particles | dragon_magic.particle.json |
| Texture | dragon.png |
| Gametest | dragonTest.js |
Namespaces
A suitable namespace should be unique to you or your team. Something like mob or cars or content or custom would be a bad namespace since another developer might come up with the same namespace as you.
minecraft and minecon are reserved. Don't use these.
For personal projects, use a convenient version of your player name, and for team projects, use a suitable version of your team name.
When multiple developers work on a project together, the namespace should always be shared. If credit is required, use sub-indexing: minetite.sirlich:dragon
Where to use name-spaces:
- entities
- particles
- component-groups
- events
When not to use namespaces:
- do not include your namespace in any folder path or file-name
Sub-indexing
Sub indexing is the use of . to separate chained concepts. Sub-indexing should go in descending order from big to small:
✔️ animation.controller.dragon.flying.taking_off
❌ animation.controller.dragon_take_off_flying
When using sub-indexing, use _ as space, not another ..
✔️ animation.controller.dragon.flying.taking_off
❌ animation.controller.dragon.flying.taking.off
You can use sub-indexing in your entities:
sirlich:dragon.drake
Groups and Events should complement each other
| Group | Event |
|---|---|
| sirlich:wild | ✔️ sirlich:become_wild |
| sirlich:wild | ❌ sirlich:wild |
| sirlich:tame | ✔️ sirlich:on_tame |
| sirlich:tame | ❌ sirlich:tame |
Short-Names should be Generic
Short-names are file-specific identifiers, which are used to map between an identifier and a pretty name. They are handy because they allow us to re-use animation controllers and render controllers. For this reason, your short-names should be generic.
✔️ "sit": "animation.dragon.sit"
❌ "dragon_sitting": "animation.dragon.sit"
When we make short-names of this form, we can use a generic "sit" animation controller for all of them since we can use the sit short-name to play the sit animation.
Functions should be nested
You can put functions in folders to achieve this.
✔️ function teleport/zone/hell
❌ function teleport_hellzone
Group animations files when possible
Example:
{
"format_version": "1.8.0",
"animations": {
"animation.dragon.sit": {...},
"animation.dragon.fly": {...},
"animation.dragon.roar": {...},
}
}
Split textures by path, not name
✔️ textures/dragon/red
❌ textures/dragon_red_skin
✔️ textures/npc/dragon_hunter/archer
❌ textures npc/dragon_hunter_archer
.lang File Comments
Comments intended for the localizer should always be in-line, in the following format:
the.key=The string<\t>## Comment, intended for the one localizing.
<\t> represents a tab-character.
Own-line comments can be used for organizational purposes but should not store localization-critical information.
Acronyms when discussing
| Acronym | Concept |
|---|---|
| BP | Behavior Pack |
| RP | Resource pack |
| VRP | Vanilla Resource Pack |
| VBP | Vanilla Behavior Pack |
| AC | Animation Controller |
| RPAC | Resource Pack Animation Controller |
| BPAC | Behavior Pack Animation Controller |
| BB | Blockbench |
| BDS | Bedrock Dedicated Server |
| FPV | First Person View |
| RD | Render Dragon |
| VSCode | Visual Studio Code |