Effect (Asset)
An effect is a block of data that describes something that should affect a player, such as modifying HP or stats. Effects are tied to Wrappers which may contain multiple effects.
Field | Type | Default | Description |
---|---|---|---|
Label | String | A unique label for your effect. Do not change this after setting up your effect! | |
export function help(){
let out = '';
out += '<h3>Effect:</h3>'+
'<p></p>';
out += '<h3>Fields</h3>';
out += '<table>';
out +=
'<tr>'+
'<td>Label</td>'+
'<td>A unique label to access the asset by. WARNING: DO NOT CHANGE AFTER SETTING IT, OR RISK BROKEN LINKS!</td>'+
'</tr>'+
'<tr>'+
'<td>Description</td>'+
'<td>This is only visible in the mod, a short description of the effect that you can use in search.</td>'+
'</tr>'+
'<tr>'+
'<td>Type</td>'+
'<td>Type of effect. A description of the type is shown above the data editor.</td>'+
'</tr>'+
'<tr>'+
'<td>Don\'t multiply by stacks</td>'+
'<td>Many effects have their values multiplied by the nr of stacks the effect\'s parent wrapper has. This makes it always multiply by 1.</td>'+
'</tr>'+
'<tr>'+
'<td>Debug</td>'+
'<td>Outputs debug info about this effect. Mainly used in development.</td>'+
'</tr>'+
'<tr>'+
'<td>Targets</td>'+
'<td>What players should the effect affect. Auto generally targets the parent wrapper\'s victim, and can be used in the vast majority of cases.</td>'+
'</tr>'+
'<tr>'+
'<td>Events</td>'+
'<td>Unless the effect uses a passive type, when should the effect trigger? By default it uses internalWrapperTick, which means whenever the parent wrapper ticks. But you can bind it to any event to make things like "trigger when a player has an orgasm".</td>'+
'</tr>'+
'<tr>'+
'<td>Data</td>'+
'<td>This is a JSON data editor that lets you edit the effect freely. The text above the editor usually gives an example. Look up the JSON format for more info, it\'s used EVERYWHERE in programming.</td>'+
'</tr>'+
'<tr>'+
'<td>Tags</td>'+
'<td>Add tags to the victim(s).</td>'+
'</tr>'+
'<tr>'+
'<td>Conditions</td>'+
'<td>Conditions for the effect to trigger or for a passive effect to be considered as enabled.</td>'+
'</tr>'+
'<tr>'+
'<td>Subconditions</td>'+
'<td>Conditions are always checked with sender/target being the same as the event that triggered the effect. However, if you use a target other than sender/target, and want to check conditions on the recipient, then you can use a subcondition. Sender of the subcondition is always the wrapper\'s owner.</td>'+
'</tr>'
;
out += '</table>';
out += '<h3>A note about Effects</h3>'+
'<p>If the target of the event that triggered the effect is the holder of the wrapper this effect is attached to, then it flips target/sender. So generally you want to flip so ta_ vars target the owner of the effect, whereas se_ will target the target of the effect. I don\'t remember why I made it this way, but I think it was important.</p>'+
'<p>By default, mathVar targets will be the target(s) set in the targets section. If you want to access the parent wrapper\'s sender or target, you have access to pws_ and pwt_. These stand for parentWrapperSender and parentWrapperTarget, and contain data about the effect parent wrapper\'s send and target.</p>'
;
return out;
};