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SkinCharacterDataProperties_CharacterIdleEffect

Class Documentation

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One effect that plays on a unit for as long as the unit is alive.

The engine spawns each entry as follows:

  1. If neither effectKey nor effectName is set, the entry is skipped.
  2. The spawn position is the unit's position. If boneName is set and the unit's skeleton has that bone, the bone's position is used.
  3. If effectKey is set, the effect is created from the definition that the key resolves to. Otherwise the particle named by effectName is created.
  4. The effect is attached to the bone in boneName, or to the unit when boneName is empty. It then follows that bone or the unit.
  5. If targetBoneName is set, the effect's target is attached to that bone of the unit.

Properties

Position

Vec3 = [0, 0, 0]
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No reader was found in the game client. The spawn position comes from the unit or from boneName.

boneName

String = ""
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The bone that places the effect. The effect spawns at the bone's position and stays attached to the bone. When it is empty, or the skeleton has no such bone, the effect spawns at the unit's position. When it is empty, the effect is attached to the unit.

effectKey

Hash = "0x0"
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The hash of an effect name, resolved to a VfxSystemDefinitionData. The engine looks the key up in the unit's resource resolvers (the skin's ResourceResolver), then in the global resolvers. When effectKey is set, effectName is ignored.

effectName

String = ""
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The name of a particle system, created by name. Used only when effectKey is not set.

targetBoneName

String = ""
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A bone of the unit that the effect's target is attached to, so the effect's target position follows that bone. It works with or without boneName. When it is empty, no target is set.

Referenced by 3 classes · 5 properties