Difference between revisions of "EFFECTLOCATION"

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(Created page with "=Usage= '''EFFECTLOCATION x,y,z,type, item_id, speed, loop, explode, colour(hue), rendermode''' =Description= x,y,z are de coordinates where the effect will show on the grou...")
 
(Description)
 
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=Usage=
 
=Usage=
 
'''EFFECTLOCATION x,y,z,type, item_id, speed, loop, explode, colour(hue), rendermode'''
 
'''EFFECTLOCATION x,y,z,type, item_id, speed, loop, explode, colour(hue), rendermode'''
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 +
Example:
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  [FUNCTION testLocationZ]
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  effectLocation <p.x>,<p.y>,<height>+1,0,i_sword_long,1,0,0,colors_red,3
  
 
=Description=
 
=Description=
  
x,y,z are de coordinates where the effect will show on the ground.  Type is a number 0-3 from the table below.  Item_id is the base id (this must be a "base" item ID - which you can identify as an [ITEMDEF 0xxx] where xxx is a number not a name) of the item or animation.  If the ID is a animation, you likely want to use the first id of the animation loop.  Speed is a number determining the speed of the animation and the travel speed if it's a projectile, with 1 being the slowest and higher numbers being faster.  Loop specifies the time the animation will play, 16 is a good default. This is NOT frames of animation, as a high speed results in more frames per given loop setting. Explode is a boolean defining whether the projectile should make an explosion animation when reaching the character.
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X branch only. x,y,z are de coordinates where the effect will show on the ground.  Type is a number 0 or 2 from the table below (other effects will not be played, only effect 0(bolt) and 2(ground level) seems valid, probably cause they don't accept a map point).  Item_id is the base id (this must be a "base" item ID - which you can identify as an [ITEMDEF 0xxx] where xxx is a number not a name) of the item or animation.  If the ID is a animation, you likely want to use the first id of the animation loop.  Speed is a number determining the speed of the animation and the travel speed if it's a projectile, with 1 being the slowest and higher numbers being faster.  Loop specifies the time the animation will play, 16 is a good default. This is NOT frames of animation, as a high speed results in more frames per given loop setting. Explode is a boolean defining whether the projectile should make an explosion animation when reaching the character.
  
=Effect Types=
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=EffectLocation Types=
 
{| border="1" cellspacing="4" cellpadding="4"
 
{| border="1" cellspacing="4" cellpadding="4"
 
| '''Effect Number''' || '''Short''' || '''Long Description'''
 
| '''Effect Number''' || '''Short''' || '''Long Description'''
 
|-
 
|-
 
| 0 || Standard flying object || The object will follow its target until it hits, and then explode if that flag is set||
 
| 0 || Standard flying object || The object will follow its target until it hits, and then explode if that flag is set||
|-
 
| 1 || Lightning effect || This is the only way to achieve the lightning effect in-game ||
 
 
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|-
 
| 2 || Ground-based effect || This effect will stay at a particular point on the map until it expires. As a result, it will appear lower than a type 3 effect. This is the only way to get an effect onto an item.||
 
| 2 || Ground-based effect || This effect will stay at a particular point on the map until it expires. As a result, it will appear lower than a type 3 effect. This is the only way to get an effect onto an item.||
 
|-
 
|-
| 3 ||Character-based effect || This effect will follow the character as he moves, the way a flamestrike does when the spell is cast. The bottom of the effect is somewhere around the character's knees.
 
|-
 
| 4 ||Flash effect || (New 6+ (needs verification)) Clients Only) Provides a screen-wide effect. All other parameters besides Item Id is ignored.  Item Id controls the flash type:
 
 
{| border="1" cellspacing="4" cellpadding="4"
 
| '''Item Id''' || '''Effect''' || '''Description'''
 
|-
 
| 0 || Fade to Black (Slow) || Fades the screen to black before returning to normal similar to the death effect found on some client versions
 
|-
 
| 1 || Fade to White (Slow) || Fades the screen slowly to complete white followed by a return to normal
 
|-
 
| 2 || Fade to white (Fast) || Fades the screen quickly to complete white followed by a return to normal (lightning flash type effect)
 
|-
 
| 3 || Fade to White then Black (Slow) || Fades to complete white then to black.  Behaves as if effect 1 is played immediately followed by effect 0.
 
|-
 
| 4 || Fade to Black (Fast) || Fades the screen quickly to complete black followed by a return to normal
 
|}
 
 
 
|}
 
|}

Latest revision as of 00:34, 28 August 2022

Usage

EFFECTLOCATION x,y,z,type, item_id, speed, loop, explode, colour(hue), rendermode

Example:

  [FUNCTION testLocationZ]
  effectLocation <p.x>,<p.y>,<height>+1,0,i_sword_long,1,0,0,colors_red,3

Description

X branch only. x,y,z are de coordinates where the effect will show on the ground. Type is a number 0 or 2 from the table below (other effects will not be played, only effect 0(bolt) and 2(ground level) seems valid, probably cause they don't accept a map point). Item_id is the base id (this must be a "base" item ID - which you can identify as an [ITEMDEF 0xxx] where xxx is a number not a name) of the item or animation. If the ID is a animation, you likely want to use the first id of the animation loop. Speed is a number determining the speed of the animation and the travel speed if it's a projectile, with 1 being the slowest and higher numbers being faster. Loop specifies the time the animation will play, 16 is a good default. This is NOT frames of animation, as a high speed results in more frames per given loop setting. Explode is a boolean defining whether the projectile should make an explosion animation when reaching the character.

EffectLocation Types

Effect Number Short Long Description
0 Standard flying object The object will follow its target until it hits, and then explode if that flag is set
2 Ground-based effect This effect will stay at a particular point on the map until it expires. As a result, it will appear lower than a type 3 effect. This is the only way to get an effect onto an item.