Effects: Difference between revisions

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→‎Sequence Syntax: if someone knows how it works that would be helpful! I tried to figure that out myself but it's still kinda mysterious
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(→‎Sequence Syntax: if someone knows how it works that would be helpful! I tried to figure that out myself but it's still kinda mysterious)
 
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|caption=An effect with the smoke texture
|function=Create effects
|amount=1618
|permission=Builder
}}
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Effects are particle emitters than can be added to a specified side of a block. They are added using the !effect command and can be customized with many others. Custom or premade textures can be applied. For a guide on how to use effects, check out [[Help/Introduction to Effects|this page]].
 
== Premade Textures ==
There are multiple premade textures which can be used on decals and effects, which are all alphabetical listed below:
There are lots of pre-made textures which can be used on [[decals]] and effects. In order to better describe each pre-made texture, categories for different specifications have been listed below.
 
=== Normal Pre-made Textures ===
Baller
*Baller
Blamesubs
*Blamesubs
Blux
*Blux
Cannon
*Cannon
Checkbox
*Checkbox
Checkedbox
*Checkedbox
Checkers
*Checkers
Congaer
*Congaer
Damager
*Damager
Drip
*Drip
Effect
*Effect
Fire
*Fire
Flyer
*Flyer
Geargiver
*Geargiver
Gearremover
*Gearremover
Grass
*Grass
Grasstall
*Grasstall
Healer
*Healer
Kill
*Kill
Mtele
*Mtele
Mtimetele
*Mtimetele
Mtimetelecancel
*Mtimetelecancel
Plant
*Plant
Poisoner
*Poisoner
Portal
*Portal
*Portal
Powerup
*Powerup
Regenerator
*Regenerator
Sign
*Sign
Smoke
*Smoke
Soundblock
*Soundblock
Sparkles
*Sparkles
Spotsign
*Spotsign
Statgiver
*Statgiver
Statremover
*Statremover
Statreseter
*Statreseter
Stattele
*Stattele
Teamer
*Teamer
Teamtele
*Teamtele
Tele
*Tele
Thincheckbox
*Thincheckbox
Timetele
*Timetele
Timetelecancel
*Timetelecancel
Tripper
*Tripper
Warplocation
*Warplocation
Wheat
*Wheat
Additionally, all premade textures have their own “blank” variants, which turns the entire decal into a white silloute of itself. In order to use blank variant decals, prefix the premade texture you want to use with the word “blank.” (i.e., blankgrasstall, blankcheckbox, etc.)
 
=== Blank Pre-made Textures ===
“Shape” textures also exist, which are white silhouettes of basic geometric shapes or numerals. All “shape” premade textures are alphabetically listed below:
All pre-made textures also have their own “blank” variants, which turn the entire existing texture into a white silloute of itself. In order to use blank variant decals, prefix the premade texture you want to use with the word “blank.” (i.e., blankgrasstall, blankcheckbox, etc.)
 
=== Blank Only Textures ===
Arrow
“Blank Only Textures” also exist, which are pre-made textures classified by only having a form that appears similar to a “blank” texture. Most of these pre-made textures are numerals, symbols, or geometric shapes.
Circle
Cornerbox
Line
Lines
Square
1
2
3
4
5
6
7
8
9
0
 
*Arrow
==Sequence Syntax==
*Circle
Sequence Syntax is an incredibly useful feature where effect particles change colors, transparency, etc., throughout their lifespan.
*Cornerbox
It can be done by using “->” symbols in your commands.
*Line
(Example: !effect brightness 1-> 0.5-> 0-> 1)
*Lines
*Square
*Blankspawn
*Thinline
*Thinlines
*Triangle
*Triangleoutline
*Wedge
*Wedgeoutline
*one
*two
*three
*four
*five
*six
*seven
*eight
*nine
*zero
*question
*equals
*exclamation
 
== Effect Sequences ==
Effect sequences or effect interpolation is used to transition a property of an effect from one value to the other over time. The syntax for this feature is "x -t> y", where X is the starting value, T is an optional duration time and Y is the ending value. These transitions can be chained together to form more complex sequences.
 
An example would be <pre>!effect size 1 -> 2 -> 1</pre>.
 
''It's currently unknown how exactly the T value works.''
 
==History==
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!effect focalpoint uses the syntax !effect focalpoint (X) (Y) [Z] OR off | center. Focuses the effect on a specific point in the block. The coordinate values go from -1 to 1, which represent the corners of the block.
 
===!effect orientation===
!effect orientation uses the syntax !effect orientation (facecamera | worldup | parallel | perpendicular. Change the orientation mode to use for the effect’s particle geometry. The default orientation is facecamera.
 
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