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Data Effect Persistent
Creates and sequences additional effects.
Can be used to create multiple effects over time and/or with offsets.
The number of periodic effects to create.
The effect created when the persistent is created, before the periodic effects.
The effect created when the persistent ends, after the periodic effects.
Determines where the persistent effect is created. - If unit, the persistent effect will move along with the unit and effects created by the persistent will use the unit as the source. If the associated unit is removed, the persistent effect will stay at its last position. - If location, the persistent effect will be created at that location and effects created will use the location as their source. - If unit or location, unit will be selected first if available and if not location will be used.
If unit but the unit doesn't exist (ex: use TargetUnit but the effect's target is a position), the persistent effect won't be created. If location but the the target is actually a unit (ex: use TargetLocation but the effect's target is a unit), the unit's position will be used.
Used in combination with Offset End to determine the facing of this effect. If start & end is at the same point, facing of the source unit is used as a fallback and if source is not an unit, facing of the caster unit is used.
Used in combination with Offset Start to determine the facing of this effect. If start & end is at the same point, facing of the source unit is used as a fallback and if source is not an unit, facing of the caster unit is used.
MessageType: EffectOffset
Offset coordinates for the start effect. Offsets are relative to the effect's facing.
MessageType: EffectOffset
Offset coordinates for the final effect. Offsets are relative to the effect's facing.
When checked, the persistent will ignore Offset Start/End and instead use world grid facing. This is useful for certain game types such as an arcade shooter where projectiles always travel up.
EnumType: EffectPersistent.SelectMode
Determines how the periodic duration, effect, or offset is selected.
The duration of each period.
EnumType: EffectPersistent.SelectMode
Determines how the periodic duration, effect, or offset is selected.
The effects to run at the end of each period.
EnumType: EffectPersistent.SelectMode
Determines how the periodic duration, effect, or offset is selected.
MessageType: EffectOffset
The offset used to create the periodic effects. Uses the effect's facing to determine offset facing.
All validators listed are checked each period and the periodic effect is only executed if all validators succeed.
See: Data/Validator.
If checked, the persistent effect will be destroyed the first time the periodic validators succeed. The final effect will be executed when the persistent is terminated.
If checked, the persistent effect will be destroyed the first time the periodic validators fail. The final effect will be executed when the persistent is terminated.