HoggyHerd
The hoggies on the hill. One instance, on `mount_hoggies`.
HoggyHerd
The hoggies on the hill. One instance, on mount_hoggies.
The herd owns the population — how many hoggies there are and where they walk
on — and the routing of the hent. Each creature's own mind, look and voice are
in game.hoggy.Hoggy.
Hoggies are on the hill in every phase but a held pause, so the title card looks out over a living hill and the opening beat has something moving in it. They are spawned as temporary children of the mount, so nothing the herd makes is ever saved into the scene.
The hent
game.rules.Henter emits hent with the point the lantern swung through, and
exactly one hoggy answers it — the nearest one inside reach. A swing that
lands among three of them spills one hoard rather than three. That hoggy bursts
if it was full, and rouses either way.
Fields
| Field | Meaning |
|---|---|
herdSize | Hoggies alive on the hill at once. Defaults to Core.HOGGY.count. |
respawnSeconds | Seconds between hoggies walking on while the herd is short. |
spread | Metres across which a hoggy's entry point is scattered. |
What other slices can call
local herd = entity.find("mount_hoggies").component.get("game.hoggy.HoggyHerd")
herd:count() -- hoggies on the hill right now
herd:fullCount() -- how many of them are glowing full
herd:hoggies() -- { entityId }
Scoped to this part · feeds back into the world's score.