Information
Script name: lat_stand_aura
Associated variables
- AURA_ID
- AURA2_ID
- AURA3_ID
- AURA4_ID
- AURA5_ID
How to use
Item needs the following property (see image on the right)
The script name must be set in EVENT_USE according to the Variable based event system.
The script can support up to 5 VFX, to add a VFX, give the ID of desired VFX in the associated variable mentioned in the information section.
Its important to set all the AURA_ID variable to -1, otherwise they are set to 0 by default and you will get a blue glow VFX on the character.
The list of VFX can be found here : https://www.sinfar.net/visualeffects.html
Alternative
As an alternative, you can make your own aura script if needed with the help of the lat_inc_aura include script.
Here is an example on how to use it. The resulting script must of course be applied the same as the standardized script described above.
#include "lat_inc_aura"
//Standardized Aura Script to be applied on EVENT_USE
void main()
{
//These variable are available as well
// oItem = the item which triggered the script
// oPC = the character possessing oItem
//Nothing else need to be added before this, check with FieryImp or Badger if you think you need something before the if.
if(LAT_CanApplyAura())
{
//This where you set the VFX, the only function call you will ever need to make here is LAT_SetVFX(int iVfxId);
LAT_SetVFX(0); //Call this as many time as needed to set a VFX where 0 can be replaced with teh vfx id of your choice.
}
}