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  • totem

Last edited by Lxlp May 14, 2025
Page history

totem

Description

The totem mechanic places an invisible "totem", similar to the projectile mechanic, except that it doesn't move. Much like projectiles, you can use onTick skills to create effects in order to identify the totem's location.

Totems will pulse their onHit skill on any targets that come within their defined radius until their charges or duration run out. They're useful for creating ground effects with particles, such as clouds of poison or land mines.

Attributes

Attribute Aliases Description Default
Charges ch, c Determines how many times the totem can hit something before disappearing 0
YOffset yo How high off the target the totem will spawn 1
stopatentity se Whether the totem should terminate upon hitting an entity false
hugsurface hs Whether or not the totem should be aligned with the ground false
hugliquid hugwater, huglava Whether, when using hugSurface, a liquid can also count as a "surface" the totem can align itself with false
heightfromsurface hfs How high above the surface the totem should align itself if HugSurface is set to true 0.5

Inherits attributes from Projectile

Examples

MyFirstTotem:
  Skills:
  - totem{ch=1;i=1;md=8;onTick=MFT_TICK} @self

MFT_TICK:
  Skills:
  - damage{a=3} @ENO{r=5}

Aliases

  • toteme
  • t
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