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Sensous Effects

rmx edited this page May 30, 2016 · 1 revision

Sensuous effects combine visual (particle and animation) and audio spell effects.

Spells

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.

Auras and Ground Area Effects

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.

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