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PersistentEffectConditionData
Shared - used by classes in Characters and skins and Spells and combat.
Class Documentation
Edit documentationEffects and submesh changes that apply to a unit while two conditions are true: one evaluated on the unit that owns the entry, and one on a source unit.
The engine checks every entry on each update:
OwnerConditionis evaluated on the unit that owns the entry, andSourceConditionon the source unit. A condition that is not set counts as true.- If either condition is false, the entry's effects are destroyed and its submesh changes are removed.
- If both are true and the entry has no live effects, every item of
PersistentVfxsis spawned once. The effects stay until a condition turns false. - The entry's submesh changes are recalculated. See
SubmeshesToShow.
When the conditions go from false to true again, the effects spawn again.
Properties
ForceRenderVfx
Bool = false When false, some states of the owner hide the entry's effects, for example when the
owner has faded out completely. When true, the owner's state does not hide them.
Other reasons to hide an effect, such as fog of war, still apply.
A ILogicBoolDriver evaluated on the unit that owns the entry. Not set means true.
The effects spawned when both conditions become true. Each item is a PersistentVfxData. They are spawned once per activation and destroyed when a condition turns false.
A ILogicBoolDriver evaluated on the source unit. Not set means true.
SubmeshesToHide
List2<Hash> = [] Hashes of submesh names that are hidden while the entry is active. A hash that does not
match a submesh of the unit's current mesh is ignored. See SubmeshesToShow for how
entries combine.
SubmeshesToShow
List2<Hash> = [] Hashes of submesh names that are shown while the entry is active. A hash that does not match a submesh of the unit's current mesh is ignored.
The engine combines all active entries: the show sets are joined, and every submesh in any hide set is removed.