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modding:xml:effects [2015/12/30 20:44] – [<ParticleComet>] primar -> primary typo xephyrmodding:xml:effects [2017/06/28 22:22] (current) – move to modding:xml:effecttype 0xabcdef
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-=====Overview===== 
-An effect element is an element that defines how to paint something on the screen. For example, [[Weapon devices|weapons]] use an <Effect> element to define how to paint a projectile. Not all effect elements are called <Effect>. For example, weapons also have a <FireEffect> element that describes how to paint the muzzle-flash for the weapon. 
- 
-In all cases, an effect element contains 0 or more sub-elements called **painters**. Each **painter** defines a particular type of paint effect. For example, an <Image> painter is used to paint a bitmap. If more than one painter is specified, they are painted in order, one of top of the other. 
- 
-Suggesstion for [[game/george_thoughts#laser_color|laser colors]]. 
- 
-The following painters exist: 
-^new in 1.06^ 
-|<Beam>| 
-====<Beam>==== 
-Version: **1.06 and above**. 
- 
-**beamType= ** Choose from one of many styles (list taken from TSE\SFXBeam.cpp) 
- 
-  * laser 
-  * lightning 
-  * heavyblaster 
-  * starblaster 
-  * particle 
-  * greenparticle 
-  * blueparticle 
-  * blaster 
-  * greenlightning 
- 
- 
- 
-**primaryColor= ** Hexidecimal for the primary color. 
- 
-**secondaryColor= ** Hexidecimal for the secondary color. 
- 
-**intensity= ** Increases beam width (discovered by Hatsya) 
-  
- 
-====<Bolt>==== 
- 
-**length=** The length of the bolt in pixels. 
- 
-**width=** The width of the bolt in pixels. 
- 
-**primaryColor=** The primary color. 
- 
-**secondaryColor=** The secondary color. 
- 
-====<Flare>==== 
- 
-**style=** One of the following: 
- 
-  * fadingBlast 
- 
-**radius=** The radius in pixels. 
- 
-**lifetime=** The lifetime of the effect in ticks. 
- 
-====<Image>==== 
- 
-**imageID=** UNID of the image to use. 
- 
-**imageX=** X-coordinate of the upper-left of the image to use. 
- 
-**imageY=** Y-coordinate of the upper-left of the image to use. 
- 
-**imageWidth=** Width of the image in pixels. 
- 
-**imageHeight=** Height of the image in pixels. 
- 
-**lifetime=** Ticks to show image. 
- 
-**imageFrameCount=** Number of animation frames in the image. If the effect lasts longer than the number of frames then the animation starts again from the beginning. 
- 
-**imageTicksPerFrame=** Ticks to show each frame (valid only if imageFrameCount is non-zero). 
- 
-**randomStartFrame=** If **true**, then start at a random frame (valid only if imageFrameCount is non-zero). 
- 
-**rotationCount=** Number of rotation frames. 
- 
-====<ImageAndTail>==== 
- 
-Same attributes as <Image> plus the following additional attributes: 
- 
-**length=** Length of the tail in pixels. 
- 
-**width=** Width of the tail in pixels. 
- 
-**primaryColor=** Primary color of the tail. 
- 
-**secondaryColor=** Secondary color of the tail. 
- 
-====<MoltenBolt>==== 
- 
-**length=** Length of the bolt in pixels. 
- 
-**width=** Width of the bolt in pixels. 
- 
-**growth=** If non-zero, the length of the bolt will increase by this number of pixels on each tick (up to a maximum of 8 ticks). 
- 
-**primaryColor=** Primary color of bolt. 
- 
-**secondaryColor=** Secondary color of bolt. 
- 
-====<Particle>==== 
- 
-This painter is used for weapons of type=particles. 
- 
-**style=** One of: 
- 
-  * flame 
-  * plain 
-  * line 
-  * smoke 
- 
-**minWidth=** The minimum width of the particle in pixels. 
- 
-**maxWidth=** The maximum width of the particle in pixels. 
- 
-**primaryColor=** The primary color of the particle. 
- 
-**secondaryColor=** The secondary color of the particle. 
- 
-====<ParticleCloud>==== 
-Version: **1.08 and above**. 
- 
-This painter creates a cloud of particles with various shapes and behaviors. 
- 
-**style=** One of: 
- 
-  * cloud 
-  * splash 
-  * jet 
-  * ring 
- 
-**lifetime=** The lifetime of the effect in ticks (expressed as a [[modding/guide/intro_dice_stats|dice range]]). The value -1 means that the effect is immortal (lasts forever). 
- 
-**emitDuration=** The amount of time during which the effect will create new particles. For immortal effects this is expressed as a number of ticks. For effects with a limited lifetime, this is expressed as a % of the total lifetime. 
- 
-**emitRate=** The number of new particles to create per tick (expressed as a [[modding/guide/intro_dice_stats|dice range]]). 
- 
-**emitSpeed=** The speed of a newly created particle (as a percent of light speed, expressed as a [[modding/guide/intro_dice_stats|dice range]]). 
- 
-**particleCount=** The number of particles initially created; these will appear immediately when the effect starts. The position and velocity of the initially created particles depends on the style. This property is a [[modding/guide/intro_dice_stats|dice range]]. 
- 
-**particleLifetime=** The lifetime a particle in the cloud in ticks. A value of -1 means that particles live forever. This property is a [[modding/guide/intro_dice_stats|dice range]]. 
- 
-**radius=** For **cloud** effects, this is the maximum radius of the cloud. For **ring** effects this is the radius of the ring. (expressed in pixels). 
- 
-**ringWidth=** For **ring** effects, this is the radius of the ring in pixels. 
- 
-**cohesion=** This is a value from 0 to 100 specifying the cohesion of the particles. Higher values accelerate the particles towards the center of the effect. 
- 
-**viscosity=** This is a value from 0 to 100 specifying the tendency of the particles to move out of their designated shape (either cloud or ring). With higher values, particles tend to stay within the effect's shape. 
- 
-**wakePotential=** This is a value from 0 to 100 specifying the tendency of the particles to be affected by objects (such as ships) moving through them. 
- 
-**<ParticleEffect>** This sub-element defines the effect to use to paint each particle. You may use any valid painter (or set of painters), but the <Particle> painter is the most efficient. 
- 
-====<ParticleComet>==== 
- 
-**width=** Width of the comet in pixels. 
- 
-**length=** Length of the comet in pixels. 
- 
-**particleCount=** Number of particles in the comet. 
- 
-**primaryColor=** Primary color of the particles. 
- 
-====<ParticleExplosion>==== 
- 
-**particleCount=** The number of particles in the explosion (this is a [[modding/guide/intro_dice_stats|dice range]]). 
- 
-**particleSpeed=** The speed of each particle in % of light-speed. 
- 
-**particleLifetime=** The lifetime of each particle (in ticks). 
- 
-**lifetime=** The lifetime of the effect (expressed as a [[modding/guide/intro_dice_stats|dice range]]). 
- 
-**<Image>** A sub-element that defines the image to use for each particle. 
- 
-====<PlasmaSphere>==== 
- 
-**spikeCount=** The number of spikes, expressed as a [[modding/guide/intro_dice_stats|dice range]]. The number of spikes is computed on each frame. 
- 
-**spikeLength=** The length of each spike, in pixels, expressed as a [[modding/guide/intro_dice_stats|dice range]]. Each spike's length is computed independently on each frame. 
- 
-**primaryColor=** The primary color of the sphere. 
- 
-**secondaryColor=** The secondary color of the sphere. 
- 
-====<Polyflash>==== 
-This painter paints a muzzle-flash. It has no attributes. 
- 
-====<Shape>==== 
-This painter draws a filled polygon defined by the <Point> sub-elements. 
- 
-**width=** The width of the polygon in pixels 
- 
-**length=** The length of the polygon in pixels. 
- 
-**widthInc=** Each tick, the width is increased by this number of pixels. 
- 
-**lengthInc=** Each tick, the length is increased by this number of pixels. 
- 
-**color=** The color of the polygon. 
- 
-**opacity=** The opacity of the polygon (0 = transparent; 255 = opaque). 
- 
-**directional=** If **true**, then the polygon is oriented along the appropriate direction (e.g., the direction in which the projectile was fired). 
- 
-===<Point>=== 
-The <Point> sub-element determines a corner of the shape you are making. It consists only of an //x// and //y// value. Negative values are declared by placing a minus (-) sign before the value; the game will treat the value as positive otherwise. 
- 
-**x=** The //vertical// location of the point. Positive value: up; negative value: down. 
- 
-**y=** The //horizontal// location of the point. Positive value: left; negative value: right. 
- 
-  <Point x="0" y="0"/> 
-  <Point x="-35" y="50"/> 
-  <Point x="-100" y="0"/> 
-  <Point x="-35" y="-50"/> 
- 
-The <Point> sub-elements //must// be declared in clockwise or anti-clockwise order for the shape to look right. In the above example, the <Point> sub-elements are declared in a clockwise manner, creating a diamond shape. 
- 
-====<Shockwave>==== 
- 
-**style=** One of the following: 
- 
-  * glowRing 
-  * image 
- 
-**speed=** The speed with which the shockwave expands (as % of light-speed). 
- 
-**lifetime=** The lifetime of the shockwave in ticks. 
- 
-**fadeStart=** The point at which the shockwave begins to fade (expressed as a percent of lifetime). 
- 
-===style=glowRing=== 
-This style paints an expanding, glowing ring. It includes the following attributes: 
- 
-**primaryColor=** The primary color of the ring. 
- 
-**secondaryColor=** The secondary color of the ring. 
- 
-**width=** The width of the ring in pixels (i.e., the thickness of the ring). 
- 
-**glowWidth=** The width of the glowing part of the ring in pixels (generally greater than the width). 
- 
-===style=image=== 
-This style using an image to paint the shockwave. 
- 
-**<Image>** An element describing the image to use. 
- 
-====<SmokeTrail>==== 
- 
-**lifetime=** The lifetime of the effect in ticks. 
- 
-**spread=** The width of the particle spray (expressed as units proportional to the angular spread). This is a [[modding/guide/intro_dice_stats|dice range]]. 
- 
-**emitDuration=** The amount of time that new particles are being emitted (expressed as a percentage of total lifetime). 
- 
-**emitRate=** The number of particles emitted on each tick. This is a [[modding/guide/intro_dice_stats|dice range]]. 
- 
-**emitSpeed=** The speed of each particle, as a percent of light-speed. This is a [[modding/guide/intro_dice_stats|dice range]]. 
- 
-**particleLifetime=** The lifetime (in ticks) of an individual particle expressed as a [[modding/guide/intro_dice_stats|dice range]]. 
- 
-**<ParticleEffect>** This sub-element defines the effect to use to paint each particle. You may use any valid painter (or set of painters), but the <Particle> painter is the most efficient. 
- 
-====<Starburst>==== 
- 
-**style=** One of the following: 
- 
-  * flare 
-  * lightningStar 
-  * morningStar 
-  * plain 
- 
-**lifetime=** The lifetime of the effect in ticks. 
- 
-**spikeCount=** The number of spikes to paint (this is a [[modding/guide/intro_dice_stats|dice range]] computed on every tick). 
- 
-**spikeLength=** The length of each spike in pixels (this is a [[modding/guide/intro_dice_stats|dice range]] computed for each spike on every tick). 
- 
-**primaryColor=** The primary color. 
- 
-**secondaryColor=** The secondary color. 
-==== Suggested Colors ==== 
-(Taken from [[http://www.neurohack.com/transcendence/forums/viewtopic.php?f=2&t=5439#p49690|here]]) \\  
-Lasers: red, green, or purple (in ascending order of strength)\\  
-Kinetic: gray \\  
-Particle: green, with particulate texture\\  
-Blast: flame \\  
-Ion: cyan\\  
-Thermo: flame/orange\\  
-Positron: yellow, with particulate texture \\  
-Plasma: yellow \\  
-Antimatter: yellow\\  
-Nano: various (gray/green/etc) but with complex texture \\  
-Graviton: purple/violet\\  
-Singularity: black/white/violet \\  
-Dark Acid: teal\\  
-Dark Steel: gray-green\\  
-Dark Lightning: blue \\  
-Dark Fire: red\\  
-\\  
-For lasers, we should probably avoid yellow and blue (to avoid confusion with positron/antimatter and ion). If you want to create new laser styles I recommend mixing in more white (to make the beam whiter). For example, I imagine a gamma-ray laser could be white with fringes of violet/purple. 
-=====API 20 (1.3 Beta 1 )===== 
-From [[http://forums.kronosaur.com/viewtopic.php?f=5&t=6426#p57263|wolfy's post]]. \\  
-Beam types 
-<code> 
-lightning 
-lightningBolt 
-heavyblaster 
-greenparticle 
-blueparticle 
-blaster 
-starblaster 
-greenlightning 
-jaggedBolt 
-</code> 
-Ray types 
-<code> 
-fade 
-diamond 
-oval 
-straight 
-tapered 
-cone 
-wavy 
-smooth 
-jagged 
-grainy 
-</code> 
-====No Hiteffects==== 
-Source: http://forums.kronosaur.com/viewtopic.php?f=3&t=6731&p=59534#p59526 
-<code> 
-<HitEffect> 
-   <Null/> 
-</HitEffect> 
-</code> 
  
modding/xml/effects.1451508293.txt.gz · Last modified: 2015/12/30 20:44 by xephyr