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Mechanic: Totem
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---------------
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The totem mechanic places an invisible "totem", similar to the
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[projectile](/skills/mechanics/projectile) mechanic, except that it
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doesn't move. Much like projectiles, you can use onTick skills to create
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effects in order to identify the totem's location.
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Totems will pulse their onHit skill on any targets that come within
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their defined radius until their charges or duration run out. They're
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useful for creating ground effects with particles, such as clouds of
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poison or land mines.
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Attributes
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----------
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| Attribute | Aliases | Description | Default Value |
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|------------------|-------------|-------------------------------------------------------------------------------------------------|-------------------|
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| Charges | ch, c | Determines how many times the totem can hit something before disappearing. | 0 |
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| onTick | oT | Meta-Skill executed every [interval] ticks at the projectile's origin location. | None |
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| onHit | oH | Meta-Skill executed when the totem hits something. Targets hit are inherited by the meta-skill. | None |
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| onEnd | oE | Meta-Skill executed when the totem ends. | None |
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| onStart | oS | Meta-Skill executed when the totem starts. | None |
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| Interval | i, int | How often (in ticks) the totem ticks | 4 |
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| HorizontalRadius | hRadius, hR | The horizontal radius entities will be hit in around the totem. | 1.25 |
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| VerticalRadius | vRadius, vR | The vertical radius entities will be hit in around the totem. | Horizontal Radius |
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| Duration | md | The max duration (in ticks) the totem will persist. | 200 |
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| YOffset | yo | How high off the ground the totem will spawn. | +1 |
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| HitPlayers | hp | | false |
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| HitNonPlayers | hnp | | false |
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| HitTarget | ht | | true |
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| HitTargetOnly | | | false |
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Examples
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--------
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(coming soon)
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