36 || `vgtFeather` || Birdy's feather || |
36 || `vgtFeather` || Birdy's feather || |
37 || `vgtSmokeTrace` || Strange smoke-like cloud from mortar || |
37 || `vgtSmokeTrace` || Strange smoke-like cloud from mortar || |
38 || `vgtEvilTrace` || Strange red cloud from hellish hand-grenade || |
38 || `vgtEvilTrace` || Strange red cloud from hellish hand-grenade || |
39 || `vgtShell` || Bullet shell || |
39 || `vgtShell` || Bullet shell || |
40 || `vgtBulletHit` || Bullet impact animation || |
40 || `vgtBulletHit` || Bullet impact animation || |
41 || `vgtStraightShot` || Shot line from firearms like Desert Eagle. Also used to render arbitrary sprites like the “+” particles for gaining health || |
41 || `vgtStraightShot` || Moving [sprite], such as shots from desert eagle || |
42 |
42 |
43 == HUD == |
43 == HUD == |
44 || *Variable name* || *Short description* || |
44 || *Variable name* || *Short description* || |
45 || `vgtCircle` || Simple circle. Highly configurable! || |
45 || `vgtCircle` || Simple circle. Highly configurable! || |
46 || `vgtNoPlaceWarn` || Overlay when the placement of something failed || |
46 || `vgtNoPlaceWarn` || Overlay when the placement of something failed || |
59 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. |
59 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. |
60 |
60 |
61 This section is still under construction! |
61 This section is still under construction! |
62 |
62 |
63 == `vgtCircle` == |
63 == `vgtCircle` == |
64 A simple circle. 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. |
64 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. |
65 |
65 |
|
66 * `State`: Radius |
|
67 * `Timer`: Thickness |
66 * `dX`: Minimum opacity (0-255) |
68 * `dX`: Minimum opacity (0-255) |
67 * `dY`: Maximum opacity (0-255) |
69 * `dY`: Maximum opacity (0-255) |
68 * `FrameTicks`: ??? |
70 * `FrameTicks`: ??? |
69 * `State`: Radius |
|
70 * `Timer`: Thickness |
|
71 |
71 |
72 == `vgtAmmo` == |
72 == `vgtAmmo` == |
73 Displays an ammo icon. |
73 Displays an ammo icon. |
74 |
74 |
75 * `Frame`: [AmmoType] ID of ammo to display |
75 * `Frame`: [AmmoType] ID of ammo to display |
76 |
76 |
77 == `vgtHealthTag` == |
77 == `vgtHealthTag` == |
78 A health tag for hedgehogs. But with a few changes, this is also useful to display arbitray numbers on the screen. |
78 A health tag for hedgehogs. But with a few changes, this is also useful to display arbitray numbers on the screen. |
79 |
79 |
|
80 * `State`: Number to display |
80 * `Angle`: Scale ratio. `1` = 100% |
81 * `Angle`: Scale ratio. `1` = 100% |
81 * `Frame`: If `0`, it is part of the landscape. If non-zero, it will align to the screen instead |
82 * `Frame`: If `0`, it is part of the landscape. If non-zero, it will align to the screen instead |
82 * `State`: Number to display |
|
83 * `Timer`: Expiration timer |
83 * `Timer`: Expiration timer |
84 |
84 |
85 == `vgtSpeechBubble` == |
85 == `vgtSpeechBubble` == |
86 Displays a speech bubble. Use `HogSay` to spawn speech bubbles. |
86 Displays a speech bubble. Use `HogSay` to spawn speech bubbles. |
87 |
87 |
88 * `FrameTicks`: Speech bubble type (`SAY_SAY`, `SAY_THINK` or `SAY_SHOUT`) |
88 * `FrameTicks`: Speech bubble type (`SAY_SAY`, `SAY_THINK` or `SAY_SHOUT`) |
|
89 |
|
90 == `vgtStraightShot` == |
|
91 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. |
|
92 |
|
93 * `State`: ID of the custom sprite (use an ID from `Sprites`) |
|
94 * `FrameTicks`: ??? |