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Sensous Effects
Sensuous effects combine visual (particle and animation) and audio spell effects.
A spell position is defined as follows:
SpellTarget = WorldObject | Vec3 (TerrainPosition)
position_particle_effect = position_type SpellTarget
A sensuous effect can be triggered in any of the following phase when casting spells:
- begin_cast : shot
- casting : any
- casting_pulse : shot
- end_cast : shot
(- projectile : any)
- hit_target : shot
For the particle effect we restrict the types of sources for some phases. Here shot means a shot source releasing all its particles in one burst, where steady emits particle over time (any means one or the other).
All events have the same basic parameter list:
(caster : WorldObject,
spell_target : SpellTarget,
spell_info : SpellInfo)
As soon as the target resolver resolved all viable targets an additional parameter is added:
targets : [WorldObject]
In order to fix out of range problems with pulsed casts, the target resolver runs on every pulse.
For auras and ground area effect we only require the WorldObject/Vec3 of the
effect "source":
- aura_start : shot
- aura_steady : shot
- aura_tick : any
- aura_end : shot
- ground_area_effect_start : shot
- ground_area_effect_steady : shot
- ground_area_effect_tick : any
- ground_area_effect_end : shot
where the _steady label is used for sensuous effects present during the full duration of an aura or ground area effect.