EFFECTLOCATION
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,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.
Effect 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 | ||||||||||||||||||
1 | Lightning effect | This is the only way to achieve the lightning effect in-game | ||||||||||||||||||
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:
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