author | sheepluva |
Thu, 23 Mar 2023 20:47:32 +0000 | |
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#summary List of all visual gear types |
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This is a list of available visual gear types. |
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For a current list of the visual gear types look at `hedgewars/uTypes.pas` at |
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the `TVisualGearType` enumeration: https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uTypes.pas#l115 |
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= List of visual gear types = |
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== Environment == |
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|| *Variable name* || *Short description* || |
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|| `vgtFlake` || Theme flake || |
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|| `vgtChunk` || Theme chunk (spawns when blowing up land) || |
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|| `vgtCloud` || Cloud || |
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|| `vgtDust` || Dust cloud (e.g. of mudball) || |
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|| `vgtSplash` || Water splash || |
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|| `vgtDroplet` || Water droplet || |
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|| `vgtBubble` || Underwater bubble || |
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|| `vgtSteam` || Steam cloud (when fire hits water) || |
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|| `vgtFire` || Small decorative/harmless flame || |
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|| `vgtSmoke` || Gray smoke cloud || |
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|| `vgtSmokeWhite` || White smoke cloud || |
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== Explosion == |
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|| *Variable name* || *Short description* || |
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|| `vgtExplosion` || Small explosion (complete animation) || |
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|| `vgtBigExplosion` || Big explosion (complete animation which also makes screen shake) || |
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|| `vgtExplPart` || Small explosion particle, part of explosion animation || |
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|| `vgtExplPart2` || Another small explosion particle, part of explosion animation || |
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|| `vgtSmokeRing` || Smoke ring, part of explosion animation || |
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== Weapons and projectiles == |
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|| *Variable name* || *Short description* || |
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|| `vgtNote` || Piano note || |
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|| `vgtBeeTrace` || Random colored flower (bee particle) || |
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|| `vgtEgg` || Broken egg shell particle || |
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|| `vgtFeather` || Birdy's feather || |
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|| `vgtSmokeTrace` || Strange smoke-like cloud from mortar || |
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|| `vgtEvilTrace` || Strange red cloud from hellish hand-grenade || |
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|| `vgtShell` || Bullet shell || |
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|| `vgtBulletHit` || Bullet impact animation || |
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|| `vgtLineTrail` || Straight shot line from e.g. desert eagle and the likes || |
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== HUD == |
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|| *Variable name* || *Short description* || |
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|| `vgtCircle` || Simple circle. Highly configurable! || |
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|| `vgtNoPlaceWarn` || Overlay when the placement of something failed || |
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|| `vgtAmmo` || Briefly displays an ammo icon. Appears when collecting a crate || |
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|| `vgtSmoothWindBar` || Changes the wind bar smoothly || |
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|| `vgtTeamHealthSorter` || When added, updates the sorting of the team health bars || |
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|| `vgtHealthTag` || Hedgehog health tag || |
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|| `vgtSmallDamageTag` || Small damage tag after hog damage. || |
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|| `vgtSpeechBubble` || Speech bubble with text. || |
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== Misc. == |
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|| *Variable name* || *Short description* || |
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|| `vgtStraightShot` || Moving sprite || |
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= Detailed visual gear reference = |
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Here you will find a (more or less) detailed references of the various possible values for the visual gears (for `SetVisualGearValues`). This is useful to customize your visual gears. |
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If not specified otherwise, the visual gear values have the meaning as defined in `SetVisualGearValues` (See [LuaGears]). |
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This section is still under construction! |
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== `vgtCircle` == |
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A simple circle which doesn't move. It is one of the few visual gears which is not removed automatically. It can be drawn in 2 different styles. With `dX`, `dY` and `FrameTicks`, you can set the circle to pulsate in opacity. |
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* `dX`: Minimum opacity (0-255) |
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* `dY`: Maximum opacity (0-255) |
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* `Angle`: Circle style. 1 = Radial gradient (`sprVampiric` sprite). 0 = Simple circular line |
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* `FrameTicks`: Period length of opacity change. Set to `0` to disable. |
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* `State`: Radius |
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* `Timer`: Line thickness (only if `Angle` does not equal `1`) |
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== `vgtAmmo` == |
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Displays an ammo icon. |
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* `Frame`: !AmmoType ID of ammo to display (see [AmmoTypes]) |
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== `vgtHealthTag` == |
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A health/damage tag for hedgehogs. It shows a whole number surrounded by a simple border. `dX` and `dY` can be used for moving it around. |
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This is shown at the end of a turn to show the total damage received by each hedgehog in that turn, or when a hedgehog drowned. |
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But this visual gear is also very useful to show an arbitrary whole number on the screen. |
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By default, it is white and moves upwards a few pixels before it disappears. Set `dX` and `dY` to 0 to disable movement. If this visual gear was spawned below the water line (`Y>WaterLine`), it will disappear as soon `Y-10<WaterLine` is `true` and `Timer` is ignored. |
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* `Angle`: Scale ratio (only has an effect if `Frame` is non-zero). `0` or `1` = 100% |
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* `Frame`: If `0`, its position is relative to the landscape. If non-zero, it will align to the screen instead |
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* `State`: Number to display (must be a whole number). NOTE: Can only be set in the same tick in which it was spawned, not later |
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* `Timer`: Expiration timer (not used if spawned below water line (`Y>WaterLine`)) |
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* `Tint`: Color of number and border |
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* `Scale`: Unused. Use `Angle` for scaling instead |
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== `vgtSmallDamageTag` == |
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NOTE: Due to a bug, this cannot currently be used in Lua scripts. |
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Damage indicator, displays a damage value. Hedgewars uses this as the "small" damage tag used to instantly show damage of a single hit. |
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Looks and behaves similar to `vgtHealthTag`, but is slightly smaller. |
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== `vgtSpeechBubble` == |
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Displays a speech bubble with text. In Lua, you cannot change the text after this has been created. Use `HogSay` in Lua to spawn a speech bobble properly. |
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* `Frame`: ID of the gear to which the speech bubble belongs |
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* `FrameTicks`: Speech bubble type (`SAY_SAY`, `SAY_THINK` or `SAY_SHOUT`) |
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* (Text is stored internally that cannot be accessed by Lua) |
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== `vgtStraightShot` == |
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Displays an arbitrary sprite which moves in a random direction (can be overwritten in `dX` and `dY`) and fades out after a short time. |
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* `State`: ID of the custom sprite (use an ID from [Sprites]) (default: `sprSnowDust`) |
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* `Frame`: Frame of custom sprite (default: 0) |
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* `FrameTicks`: Life time in milliseconds (default: random between 750 and 2000) |
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== `vgtLineTrail` == |
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A straight thin yellowish line between two points which fades out after some time. As if a bullet has been fired. A `vgtLineTrail` has a start and an end point. The default `Timer` is too low so you must set it manually |
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* `X`, `Y`: Start point of line |
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* `dX`, `dY`: End point of line |
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* `Timer`: Life time (default: 0) |
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* `Tint`: Opacity (0-255). The color itself can't be changed |