author | Wuzzy |
Fri, 09 Feb 2018 21:39:21 +0000 | |
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parent 1176 | 07c1eddc2b85 |
child 1178 | 58ef0e44ea88 |
permissions | -rw-r--r-- |
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#summary List of all visual gear types |
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This is a list of available visual gear types, as of 0.9.23. |
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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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== 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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|| `vgtHealthTag` || Hedgehog health tag || |
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|| `vgtSmallDamageTag` || Small damage tag after hog damage. || |
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|| `vgtTeamHealthSorter` || ??? || |
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|| `vgtSpeechBubble` || Speech bubble with text. Does not work in Lua. || |
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== Misc. == |
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|| *Variable name* || *Short description* || |
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|| `vgtStraightShot` || Moving sprite, such as shots from desert eagle || |
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|| `vgtLineTrail` || ??? || |
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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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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. If you set `dX`, `dY` and `FrameTicks`, the circle pulsates in opacity. |
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* `State`: Radius |
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* `Timer`: Thickness |
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* `dX`: Minimum opacity (0-255) |
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* `dY`: Maximum opacity (0-255) |
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* `FrameTicks`: ??? |
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== `vgtAmmo` == |
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Displays an ammo icon. |
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* `Frame`: [AmmoType] ID of ammo to display |
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== `vgtHealthTag` == |
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A health tag for hedgehogs. But with a few changes, this is also useful to display arbitray numbers on the screen. |
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* `State`: Number to display |
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* `Angle`: Scale ratio. `1` = 100% |
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* `Frame`: If `0`, it is part of the landscape. If non-zero, it will align to the screen instead |
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* `Timer`: Expiration timer |
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== `vgtSpeechBubble` == |
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Displays a speech bubble. Use `HogSay` to spawn speech bubbles. |
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* `FrameTicks`: Speech bubble type (`SAY_SAY`, `SAY_THINK` or `SAY_SHOUT`) |
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== `vgtStraightShot` == |
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Displays an arbitrary sprite which moves. A straight shot from a firearm like the Desert Eagle. The sprite it uses can be changed, so this can be used to display nearly every sprite. |
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* `State`: ID of the custom sprite (use an ID from `Sprites`) |
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* `FrameTicks`: ??? |