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.
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. |