# Tut 0x050 ## Entities Usually in addons, you have a dedicated folder for entities, however, that's not the only way to create entities. The canonical way to create entities in artery is to use the ![img](http://wiki.garrysmod.com/favicon.ico)[scripted\_ents.Register](http://wiki.garrysmod.com/page/scripted_ents/Register) function. This allows you to register entities after the gamemode has loaded. If your entities don't derive from artery entities, you can still use the usual entity system by placeing a init.lua, cl\_init.lua, and shared.lua in garrysmod/addons/artery\_rougelite/lua/entities. Let's make some entities that are commonly found in rougelikes. We'll make: * Fountain - When you go up to and press E on it, you can drink from it. * Alter - When you go up to and press E on it, it will remove the "cursed" status that we implemented in @{tut042_too_many_items.md}. * Chest - When you go up to it and press E, it will display an inventory you can put items into. We'll use this later on. ### Fountain This one is easy enough. Just make an entity that spawns with a model, and accepts a "Use" input. garrysmod/addons/artery\_rougelite/data/global/entity\_fountain.txt local ENT = scripted_ents.Get("prop_dynamic") function ENT:Initalize() self:SetModel("models/props_c17/fountain_01.mdl") end function ENT:Use() print("Mmm... Refreshing!") end scripted_ents.Register(ENT, "artery_fountain")