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effect_editor [2025/04/26 10:21] – justin | effect_editor [2025/04/26 10:28] (current) – justin | ||
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======Effect Editor====== | ======Effect Editor====== | ||
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- | The **Effect Editor** allows you to create visual [[effect|particle effects]] for your game, like fire, rain, snow, fountains, sparks, and so much more! While the large number of settings may seem intimidating at first, creating effects is quite simple! RPG in a Box even comes with some presets to help get you started, some of which are shown below. | + | The **Effect Editor** allows you to create visual [[effect|particle effects]] for your game, like fire, rain, snow, fountains, sparks, and so much more! While the large number of settings may seem intimidating at first, creating effects is quite simple! RPG in a Box even comes with some presets to help get you started. |
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^Property^Description^ | ^Property^Description^ | ||
- | |Emitting|Determines whether or not the particles are emitting by default. This can be turned off if you want an effect to be disabled when the game first starts or when added via the [[Add Effect]] scripting function. Effects can be enabled and disabled via the [[Enable Effect]] and [[Disable Effect]] scripting functions.| | + | |Emitting|Determines whether or not the particles are emitting by default. This can be turned off if you want an effect to be disabled when the game first starts or when added via the [[Add Effect]] scripting function. Effects can be enabled and disabled |
- | |One Shot|When enabled, the effect will only trigger once instead of being continuous (e.g. sparks flying out of a machine when it starts). The [[Enable Effect]] scripting function must be used to trigger a one shot effect in-game.| | + | |One Shot|When enabled, the effect will only trigger once instead of being continuous (e.g. sparks flying out of a machine when attempting to use it). The [[Enable Effect]] scripting function must be used to trigger a one shot effect in-game.| |
|Local Space|When enabled, the movement of the effect' | |Local Space|When enabled, the movement of the effect' | ||
|Preprocessing Time|Amount of time in seconds that the particles should be processed in advance. This is useful for effects like rain and snow, as it can be used to prevent the player from seeing the particles start to fall when the map first loads.| | |Preprocessing Time|Amount of time in seconds that the particles should be processed in advance. This is useful for effects like rain and snow, as it can be used to prevent the player from seeing the particles start to fall when the map first loads.| | ||
- | |Speed Scale|Speed of the particles. The value acts as a multiplier, so a value of 1 is their original speed, while 0.5 is half their original speed.| | + | |Speed Scale|Overall speed of the particles. The value acts as a multiplier, so a value of 1 is their original speed, while 0.5 is half their original speed.| |
- | |Explosiveness|Determines how many of the total particles (defined by " | + | |Explosiveness|Determines how many of the total particles (defined by the " |
|Fixed FPS|When set to a value greater than 0, the particles will be rendered with a fixed frame rate (FPS = frames per second). For example, a value of 15 means the particles will be rendered at 15 frames per second. A value of 0 means the frame rate will not be fixed.| | |Fixed FPS|When set to a value greater than 0, the particles will be rendered with a fixed frame rate (FPS = frames per second). For example, a value of 15 means the particles will be rendered at 15 frames per second. A value of 0 means the frame rate will not be fixed.| | ||
|Particle Amount|Total number of particles that will be emitted over the lifetime of the effect (see " | |Particle Amount|Total number of particles that will be emitted over the lifetime of the effect (see " |