Difference between revisions of "EFFECTLOCATION"
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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''' | ||
+ | |||
+ | Example: | ||
+ | [FUNCTION testLocationZ] | ||
+ | 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 | + | 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= |
{| 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|| | ||
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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.|| | ||
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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. |