vfx
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vfx
<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->TODO: describe this module.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2game/battle/vfx — spell and hit effects for battles: emissive orbs, sparks, shockwave rings, pillars, spikes, slashes and point-light flashes. Every effect is a short-lived entity group advanced by V.tick(now) from the battle frame loop and destroyed when its life ends.
q(ax: ?, ay: ?, az: ?, rad: ?) → void
| arg | type | description |
|---|---|---|
| ax | ? | |
| ay | ? | |
| az | ? | |
| rad | ? |
init(root: any) → void
| arg | type | description |
|---|---|---|
| root | any |
kill(e: ?) → void
| arg | type | description |
|---|---|---|
| e | ? |
clear( ) → void
tick(t: number) → void
| arg | type | description |
|---|---|---|
| t | number |
spawn(model: string, mat: any, x: number, y: number, z: number, s: { number }) → any
| arg | type | description |
|---|---|---|
| model | string | |
| mat | any | |
| x | number | |
| y | number | |
| z | number | |
| s | { number } |
add(dur: number, fn: (number) → void
| arg | type | description |
|---|---|---|
| dur | number | |
| fn | (number |
light(p: P, key: string, peak: number, radius: number, dur: number, delay: number?) → void
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| peak | number | |
| radius | number | |
| dur | number | |
| delay | number? |
burst(p: P, key: string, n: number, speed: number, opts: any?) → void
Sparks flying out from p. opts: up, gravity, size, dur, inward, spread
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| n | number | |
| speed | number | |
| opts | any? |
orb(p: P, key: string, size: number, dur: number, delay: number?, model: string?) → void
A glowing orb that swells and collapses.
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| size | number | |
| dur | number | |
| delay | number? | |
| model | string? |
ring(p: P, key: string, radius: number, dur: number, delay: number?) → void
A flat shockwave ring expanding along the ground at p.
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| radius | number | |
| dur | number | |
| delay | number? |
pillar(p: P, key: string, width: number, height: number, dur: number, delay: number?, flicker: boolean?) → void
A vertical beam (light pillar, bolt).
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| width | number | |
| height | number | |
| dur | number | |
| delay | number? | |
| flicker | boolean? |
spikes(p: P, key: string, n: number, dur: number, delay: number?) → void
Ice spikes thrusting up around p.
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| n | number | |
| dur | number | |
| delay | number? |
whirl(p: P, key: string, dur: number, delay: number?) → void
A spinning wind ring that climbs.
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| dur | number | |
| delay | number? |
slash(p: P, key: string, len: number, angle: number, dur: number, delay: number?) → void
Slash streaks across p (crossing at `angle`).
| arg | type | description |
|---|---|---|
| p | P | |
| key | string | |
| len | number | |
| angle | number | |
| dur | number | |
| delay | number? |
cast(element: string, p: P, big: boolean?) → number
`p` is the target's chest. Returns the seconds until the impact lands.
| arg | type | description |
|---|---|---|
| element | string | |
| p | P | |
| big | boolean? |
charge(p: P, element: string) → void
Gathering motes at the caster's hand.
| arg | type | description |
|---|---|---|
| p | P | |
| element | string |
brawl(p: P, dur: number) → void
The ink-and-crimson brawl cloud of an All-Out Attack.
| arg | type | description |
|---|---|---|
| p | P | |
| dur | number |
dissolve(p: P) → void
A defeated foe dissolving.
| arg | type | description |
|---|---|---|
| p | P |
Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.