EFFECTLOCATION

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Revision as of 00:34, 28 August 2022 by Gorgo (talk | contribs) (Description)
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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.