HitFX (Asset)
A HitFX is a collection of particles, CSS effects, and audio to play. Often tied to a text to add particles and sound effects to attacks.
Field | Type | Default | Description |
---|---|---|---|
Label | String | A unique label to access your HitFX by. Do not change after setting it up! | |
Description | String | Describe your effect, only used in the editor. | |
Stagger | Int | 0 | Force a time in milliseconds between triggers. Usually used for AoE to prevent the HitFX to play at the same time on all targets. |
Once | Boolean | False | Used in events with multiple targets (such as AoE) to only play the effect once. Especially if the effect only plays on the sender. |
Hit Time | Int | 0 | Can be used for audio triggers to play the combat hit grunts after this amount of milliseconds. |
Data | JSON Array | [] | Here is where you create various stages of the hit effect. The most simple hitFX has only one. See below. |
Data
Data is a JSON array of stage objects. None of them are required, and you can omit anything where you want to use the default value.
Field | Type | Default | Description |
---|---|---|---|
particles | string or object | none | Label of a particles asset to use for this stage. You can optionally make it an object if you wish to tweak some settings of the particle system, such as color. See below. |
emit_duration | int | 200 | How long to emit or play a sound for. In milliseconds. |
fade_duration | int | 2000 | Time in milliseconds after emit_duration to remove the particle system. Make sure all particles are dead before this time or they'll clip out. |
hold | int | 0 | Hold for this amount of milliseconds before advancing to the next stage. |
tween | boolean | true | Tween from origin to destination. If false, only destination is used. |
origin | string | "victim" | Where the particle system should originate from. Can be victim or sender. |
origin_rand | float | none | If unset, it'll use the last stage object's origin. Randomizes how far from the center of the origin portrait to start the particle system. |
destination | string | "victim" | Where the particle system should end up. Can be victim or sender. |
destination_rand | float | none | If unset, use the previous stage's origin. Randomizes how far from the center of the target portrait to end the particle system. |
start_offs | obj | {"x":0,"y":0} | Adds an offset to the starting position of the particle system. |
end_offs | obj | {"x":0,"y":0} | Adds an offset to the ending position of the particle system. |
easing | string | "Cubic.In" | An easing type from the Tween.js library. |
sound_kits | array | [] | An array of AudioKit labels. |
css_fx | str | none | Name of a CSS animation effect to run on the target. See the div.fx... styles in the main CSS for viable options. |
css_fx_targ | str | "victim" | Target to run the css animation on. Either "victim" or "sender". |