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  • Mechanics: VFX

Mechanics: VFX · Changes

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Updated to R3 standards. authored May 24, 2023 by Lxlp's avatar Lxlp
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Mechanics:-VFX.md
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......@@ -15,29 +15,24 @@ Not only will you always get a spot to make your VFX colorable, but the assets a
# Mechanic
## VFX
Set the VFX of the mob.
**This does not spawn the VFX immediately so you can edit its properties.**
| Attribute | Aliases | Description | Default |
|-----------|---------------|------------------------------------------|---------------------|
|---|---|---|---|
| modelid | m, mid, model | The model id of the VFX | |
| partid | p, pid, part | The part id of the VFX | |
| remove | r | Is this mechanic used for removing a VFX | false |
| radius | rad | The view radius of the VFX | base entity default |
| color | c | The color of the VFX | FFFFFF |
| enchant | en | If the VFX is enchanted | false |
| visible | v | If the VFX is visible | true |
| bvisible | bv | If the base entity of the VFX is visible. | false |
| autotick | at | Should the VFX update by itself<br>When enabled, the VFX would update location, pitch and yaw | false |
| autorange | ar | Should the VFX spawn/despawn automatically to player <br>based on distance | true |
### Example
`- vfx{m=knight;p=sword;en=true} @self ~onSpawn`
Apply the VFX to the entity executing the skill. In this case, it would be the sword from the knight model.
***
## Spawn
Spawn the VFX if the mob has a VFX.
### Example
`- vfxspawn{delay=20} @self ~onSpawn`
Show the VFX 1 second after spawning.
***
## Set Visibility
Control the visibility of the VFX.
| Attribute | Aliases | Description | Default |
......@@ -75,7 +70,7 @@ Give the VFX an enchant glint 2 seconds after spawn.
## Update Position
Update the position of the VFX.
**If you do not use this mechanic, your VFX would not move even after moving the base entity.**
**If you do not use this mechanic, your VFX would not move even after moving the base entity if the autotick attribute was `false` on the original mechanic**
| Attribute | Aliases | Description | Default |
|----------------|---------------|---------------------------------------|---------|
| ignorerotation | i, ir, ignore | Whether the VFX would also ignore yaw | false |
......@@ -119,9 +114,6 @@ Reset the VFX rotation 2.5 seconds after spawn.
Aim the VFX towards the target, where the forward direction in game is `North` in BlockBench.
> Note: Be careful when using this mechanic together with `vfxrot`. `vfxpoint` would overwrite all previous rotation, while `vfxrot` only adds.
| Attribute | Aliases | Description | Default |
|-----------|---------|------------------------------------------------------------------------------|---------|
| useyaw | y, yaw | Whether the rotation on Y axis would be using yaw or armor stand head angle. | true |
### Example
`- vfxpoint @PIR{r=16} ~onTimer:20`
Point towards the nearest player in a 16 block radius, updating every second.
......@@ -137,3 +129,25 @@ Copy the rotation of a bone of the target. Useful for making a bone "leave" the
### Example
`- vfxcopy{m=reaper;p=scythe} @parent ~onSpawn`
Copy the rotation of `scythe` bone from the parent's `reaper` model.
***
## VFXObserver (vfxobs)
Manually set the target to see the vfx.
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| remove | r | Hide from targets | false |
| force | f | Force the target to see the VFX | false |
### Example
`- vfxobs{r=true} @trigger ~onDamaged ?~isPlayer`
This will hide the vfx for any player that damaged the entity
***
## VFXChangeModel
Change the model of the VFX. The armor stand holding the VFX would change size if the VFX uses a different size.
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| modelid | m, mid, model | The model id of the new VFX model | |
| partid | p, pid, part | The part id of the new VFX model | |
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