This command only creates item entities. To create NPCs use
To replace an existing entity use
spawn item <script> <target>
||Script path (without file extension) of the entity to add, relative to
||Existing entity from which to copy the position and rotation for the new entity|
The entity class script is loaded from
If the filename component of the script path starts with
gold_coin gold coin then the item will be treated as a gold coin which means that it will be added to the player's purse when the player interacts with it or when it would be added to the player inventory. Gold coins also somewhat act like stacks but use the price in place of the count and have the icon automatically selected based on the price.
If the script path contains the string
movable then the item cannot be added to inventories and is dropped in front of the player instead whenever it would be.
The initial mesh of the item will be
graph/obj3d/interactive/items/<script>.teo with the cooked mesh loaded from
game/graph/obj3d/interactive/items/<script>.ftl. Either the raw mesh, cooked mesh or entity class script file must exist or the item will not be created.
The initial icon of the item will be
graph/obj3d/interactive/items<script>[icon] if it exists or
graph/interface/misc/default[icon] otherwise. The icon size determines how many slots the item takes up in inventories except for movable items (which have no icon) and gold coins (where the icon depends on the price).
The ID of the created entity can be retrieved via the
^last_spawned system variable. It will be made up of the filename component of the script path (the entity class) followed by
_ and a previously unused four-digit instance number - meaning one that does not have an instance directory in the game resources under the script path and does not have an existing entity in the current area or save file.
This also means that it is not possible to create entities with instance scripts using this command (or any other script command).
If the created entity is destroyed before this command returns (because the init events destroyed it) then then
^last_spawned will be
none. If the init events spawn additional items then
^last_spawned will contain the ID of the last spawned item.