Break and Steal an EggOwner documentation← Portfolio

#Guardians & Carrying

Breaking an egg reveals an animal. Picking up that animal starts the guardian response; players carry the pet rather than carrying an unopened map egg.

#Player controls

ActionControl
Break an egg or swing the batEquip the tool and click / activate it
Pick up an animalHold the nearby Pick Up prompt, normally E
Auto SwingToggle its HUD button; red is off, green is on
Drop the carried animalUse the contextual Drop control
Bank the animalReturn to your own plot

The pickup prompt takes 0.25 seconds and uses the configured pickup range. An unclaimed pickup normally expires after 40 seconds. Its remaining lifetime pauses while carried and resumes after dropping it.

#Chase behavior

GuardianService manages one guardian per zone. The current configuration uses a 1.5-second wake delay and a 25-second chase window. A guardian's speed is based on its zone's Speed requirement and the guardian speed factor.

The catch reach also accounts for the guardian model's size. It is not simply a seven-stud check for every model. Guardians currently use direct movement; this build does not include obstacle-aware pathfinding.

#Bat interactions

The bat can knock an animal from another player's carry outside the safe zone. Index rewards unlock cosmetic bat skins. This is not a base-raiding system: players cannot steal placed pets from another player's pen through this mechanic.

#HUD while carrying

HudContextClient temporarily hides the relevant HUD and menu elements for carrying or chase context, then restores their recorded states. Keep new contextual UI integrated with that controller rather than independently forcing every screen on or off.

#Server checks

The server validates tool cooldowns, range, carried state and base ownership. Changing a client button or attribute alone does not add a pet to a profile. Carry delivery and the resulting inventory change are handled by CarryService and PlayerState.