Standardized aura script: Difference between revisions

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(Created page with "== Information == Script name : '''lat_stand_vfx''' Association variables * AURA1_ID * AURA2_ID * AURA3_ID * AURA4_ID * AURA5_ID === How to use === thumb|319x319px Item needs the following property (see image on the right)")
 
(Added list of VFX link)
 
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{{DISPLAYTITLE:Aura standardized script}}
== Information ==
== Information ==
Script name : '''lat_stand_vfx'''
Script name: '''lat_stand_aura'''


Association variables
Associated variables


* AURA1_ID
* AURA_ID
* AURA2_ID
* AURA2_ID
* AURA3_ID
* AURA3_ID
Line 13: Line 15:
[[File:Onusepowerselfonlyunlimuse.png|thumb|319x319px]]
[[File:Onusepowerselfonlyunlimuse.png|thumb|319x319px]]
Item needs the following property (see image on the right)
Item needs the following property (see image on the right)
The script name must be set in EVENT_USE according to the [[Variable Based Events|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.<syntaxhighlight lang="c++" line="1">
#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.
    }
}
</syntaxhighlight>
[[Category:Builders Tools]]
{{DEFAULTSORT:Aura standardized script}}

Latest revision as of 12:43, 14 December 2023


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.
    }
}