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ParticleEventData

Class Documentation

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An animation event that spawns a particle effect on the character. When the event starts, the client spawns one effect for each entry of mParticleEventDataPairList, at the joint that the entry names.

The effect is named by mEffectKey, or by mEffectName when mEffectKey is empty.

When the effect is stopped:

  • When the clip reaches mEndFrame.
  • When the clip loops, if mIsLoop is true. A new effect is then spawned at the start frame of the next pass.
  • When the clip stops, if mIsKillEvent is true.

An event with no end frame and with mIsKillEvent false never stops its effect. The effect then plays until it ends by itself.

Properties

AdditionalKillConfig

Pointer<0x1c0e452> = null
15.23
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An optional 0x1c0e452 that delays the stop of the effect. Not set, which is the default: the effect is stopped at once when the event ends.

SkipIfPastEndFrame

Bool = false
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When true, an event that has not started yet and whose mEndFrame the clip has already passed is skipped for that pass. When false, such an event still starts and ends at once.

mEffectKey

Hash = "0x0"
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The effect, as a key of the skin's resource resolver. The client looks the key up in the resolvers of the unit, then in the resolver of the skin, then in the global resolvers, and last as the path of a particle system object itself. The first match gives the VfxSystemDefinitionData to spawn.

A key that resolves to nothing spawns nothing.

mEffectName

String = ""
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The effect by name, for example a .troy name. The client uses it only when mEffectKey is empty.

mEnemyEffectKey

Hash = "0x0"
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A second effect key, for viewers on the other team. When it is set, and the unit is not on the local player's team, it is used in place of mEffectKey.

mIsDetachable

Bool = false
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When true, the effect is placed where the joint is at the moment it is spawned and then stays there. When false, which is the default, the effect is bound to the joint and follows it.

mIsKillEvent

Bool = true
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When true, which is the default, the effect is stopped when the clip stops. When false, the effect is left alone when the clip stops and plays to its own end.

It does not change what happens at mEndFrame or on a loop.

mIsLoop

Bool = true
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When true, which is the default, the event fires again on every loop of its clip: the effect of the pass before is stopped and a new one is spawned. When false, the event fires on the first pass only.

mScalePlaySpeedWithAnimation

Bool = false
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When true, the effect plays at the playback speed that the clip has at the moment the effect is spawned. When false, the effect plays at its normal speed.