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< title > TombEngine 1.8.2 Lua API< / title >
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< h1 > TombEngine< / h1 >
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< ul >
< li > < a href = "../index.html" > Index< / a > < / li >
< / ul >
< h2 > 1 Modules< / h2 >
< ul class = "nowrap" >
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< li > < here > Effects< / here > < / li >
< li > < a href = "../1 modules/Flow.html" > Flow< / a > < / li >
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< li > < a href = "../1 modules/Input.html" > Input< / a > < / li >
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< li > < a href = "../1 modules/Inventory.html" > Inventory< / a > < / li >
< li > < a href = "../1 modules/Logic.html" > Logic< / a > < / li >
< li > < a href = "../1 modules/Objects.html" > Objects< / a > < / li >
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< li > < a href = "../1 modules/Sound.html" > Sound< / a > < / li >
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< li > < a href = "../1 modules/Strings.html" > Strings< / a > < / li >
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< li > < a href = "../1 modules/Util.html" > Util< / a > < / li >
< li > < a href = "../1 modules/View.html" > View< / a > < / li >
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< / ul >
< h2 > 2 Classes< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../2 classes/Collision.Probe.html" > Collision.Probe< / a > < / li >
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< li > < a href = "../2 classes/Flow.Level.html" > Flow.Level< / a > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
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< li > < a href = "../2 classes/Flow.Statistics.html" > Flow.Statistics< / a > < / li >
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< li > < a href = "../2 classes/Objects.AIObject.html" > Objects.AIObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Camera.html" > Objects.Camera< / a > < / li >
< li > < a href = "../2 classes/Objects.LaraObject.html" > Objects.LaraObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Moveable.html" > Objects.Moveable< / a > < / li >
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< li > < a href = "../2 classes/Objects.Room.html" > Objects.Room< / a > < / li >
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< li > < a href = "../2 classes/Objects.Sink.html" > Objects.Sink< / a > < / li >
< li > < a href = "../2 classes/Objects.SoundSource.html" > Objects.SoundSource< / a > < / li >
< li > < a href = "../2 classes/Objects.Static.html" > Objects.Static< / a > < / li >
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< li > < a href = "../2 classes/Objects.Volume.html" > Objects.Volume< / a > < / li >
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< li > < a href = "../2 classes/Strings.DisplayString.html" > Strings.DisplayString< / a > < / li >
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< li > < a href = "../2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / li >
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< / ul >
< h2 > 3 Primitive Classes< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../3 primitive classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.Horizon.html" > Flow.Horizon< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.InventoryItem.html" > Flow.InventoryItem< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.LensFlare.html" > Flow.LensFlare< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.Starfield.html" > Flow.Starfield< / a > < / li >
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< li > < a href = "../3 primitive classes/Color.html" > Color< / a > < / li >
< li > < a href = "../3 primitive classes/Rotation.html" > Rotation< / a > < / li >
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< li > < a href = "../3 primitive classes/Time.html" > Time< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec2.html" > Vec2< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec3.html" > Vec3< / a > < / li >
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< / ul >
< h2 > 4 Enums< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../4 enums/Collision.MaterialType.html" > Collision.MaterialType< / a > < / li >
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< li > < a href = "../4 enums/Effects.BlendID.html" > Effects.BlendID< / a > < / li >
< li > < a href = "../4 enums/Effects.EffectID.html" > Effects.EffectID< / a > < / li >
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< li > < a href = "../4 enums/Effects.StreamerFeatherMode.html" > Effects.StreamerFeatherMode< / a > < / li >
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< li > < a href = "../4 enums/Effects.ParticleAnimationType.html" > Effects.ParticleAnimationType< / a > < / li >
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< li > < a href = "../4 enums/Flow.ErrorMode.html" > Flow.ErrorMode< / a > < / li >
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< li > < a href = "../4 enums/Flow.FreezeMode.html" > Flow.FreezeMode< / a > < / li >
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< li > < a href = "../4 enums/Flow.GameStatus.html" > Flow.GameStatus< / a > < / li >
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< li > < a href = "../4 enums/Input.ActionID.html" > Input.ActionID< / a > < / li >
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< li > < a href = "../4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / li >
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< li > < a href = "../4 enums/Objects.HandStatus.html" > Objects.HandStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.WeaponType.html" > Objects.WeaponType< / a > < / li >
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< li > < a href = "../4 enums/Objects.MoveableStatus.html" > Objects.MoveableStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.ObjID.html" > Objects.ObjID< / a > < / li >
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< li > < a href = "../4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / li >
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< li > < a href = "../4 enums/Sound.SoundTrackType.html" > Sound.SoundTrackType< / a > < / li >
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< li > < a href = "../4 enums/Strings.DisplayStringOption.html" > Strings.DisplayStringOption< / a > < / li >
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< li > < a href = "../4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / li >
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< li > < a href = "../4 enums/View.AlignMode.html" > View.AlignMode< / a > < / li >
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< li > < a href = "../4 enums/View.CameraType.html" > View.CameraType< / a > < / li >
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< li > < a href = "../4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / li >
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< li > < a href = "../4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / li >
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< / ul >
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< h2 > 5 Lua utility modules< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../5 lua utility modules/CustomBar.html" > CustomBar< / a > < / li >
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< li > < a href = "../5 lua utility modules/Diary.html" > Diary< / a > < / li >
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< li > < a href = "../5 lua utility modules/EventSequence.html" > EventSequence< / a > < / li >
< li > < a href = "../5 lua utility modules/Timer.html" > Timer< / a > < / li >
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< li > < a href = "../5 lua utility modules/Type.html" > Type< / a > < / li >
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< / ul >
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< / div >
< div id = "content" >
< h1 > Table < code > Effects< / code > < / h1 >
< p > Functions to generate effects.< / p >
< p >
< / p >
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< h2 > < a href = "#Functions" > Functions< / a > < / h2 >
< table class = "function_list" >
< tr >
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< td class = "name" > < a href = "#EmitLightningArc" > EmitLightningArc(origin, target, [color.], [life], [amplitude], [beamWidth], [detail], [smooth], [endDrift])< / a > < / td >
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< td class = "summary" > Emit a lightning arc.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitParticle" > EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])< / a > < / td >
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< td class = "summary" > Emit a particle.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitAdvancedParticle" > EmitAdvancedParticle(particleData)< / a > < / td >
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< td class = "summary" > Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#EmitShockwave" > EmitShockwave(pos, [innerRadius], [outerRadius], [color], [lifetime], [speed], [angle], [hurtsLara])< / a > < / td >
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< td class = "summary" > Emit a shockwave, similar to that seen when a harpy projectile hits something.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitLight" > EmitLight(pos, [color], [radius], [shadows], [name])< / a > < / td >
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< td class = "summary" > Emit dynamic light that lasts for a single frame.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitSpotLight" > EmitSpotLight(pos, dir, [color], [radius], [falloff], [distance], [shadows], [name])< / a > < / td >
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< td class = "summary" > Emit dynamic directional spotlight that lasts for a single frame.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitBlood" > EmitBlood(pos, [count])< / a > < / td >
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< td class = "summary" > Emit blood.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitAirBubble" > EmitAirBubble(pos, [size], [amp])< / a > < / td >
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< td class = "summary" > Emit an air bubble in a water room.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#EmitFire" > EmitFire(pos, [size])< / a > < / td >
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< td class = "summary" > Emit fire for one frame.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#MakeExplosion" > MakeExplosion(pos, [size], [shockwave])< / a > < / td >
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< td class = "summary" > Make an explosion.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#MakeEarthquake" > MakeEarthquake([strength])< / a > < / td >
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< td class = "summary" > Make an earthquake< / td >
< / tr >
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< tr >
< td class = "name" > < a href = "#GetWind" > GetWind()< / a > < / td >
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< td class = "summary" > Get the wind vector for the current game frame.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "#EmitStreamer" > EmitStreamer(mov, tag, pos, dir, [rot], [startColor], [endColor], [width], [life], [vel], [expRate], [rotRate], [edgeFeatherMode], [lengthFeatherMode], [blendID])< / a > < / td >
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< td class = "summary" > Emit an extending streamer effect.< / td >
< / tr >
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< / table >
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< h2 > < a href = "#Tables" > Tables< / a > < / h2 >
< table class = "function_list" >
< tr >
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< td class = "name" > < a href = "#ParticleData" > ParticleData< / a > < / td >
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< td class = "summary" > Structure for EmitAdvancedParticle table.< / td >
< / tr >
< / table >
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< br / >
< br / >
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< h2 class = "section-header " > < a name = "Functions" > < / a > Functions< / h2 >
< dl class = "function" >
< dt >
< a name = "EmitLightningArc" > < / a >
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< strong > EmitLightningArc(origin, target, [color.], [life], [amplitude], [beamWidth], [detail], [smooth], [endDrift])< / strong >
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< / dt >
< dd >
Emit a lightning arc.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > origin< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
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< li > < span class = "parameter" > target< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
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< li > < span class = "parameter" > color.< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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< em > Default: Color(255, 255, 255).< / em >
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< / li >
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< li > < span class = "parameter" > life< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths.
< em > Default: 1.< / em >
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< / li >
< li > < span class = "parameter" > amplitude< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Strength of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255].
< em > Default: 20.< / em >
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< / li >
< li > < span class = "parameter" > beamWidth< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Beam width. Clamped to [1, 127].
< em > Default: 2.< / em >
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< / li >
< li > < span class = "parameter" > detail< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127].
< em > Default: 10.< / em >
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< / li >
< li > < span class = "parameter" > smooth< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > endDrift< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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If true, the end of the arc will be able to gradually drift away from its destination in a random direction.
< em > Default: false.< / em >
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< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitParticle" > < / a >
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< strong > EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])< / strong >
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< / dt >
< dd >
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Emit a particle.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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World position.
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< / li >
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< li > < span class = "parameter" > vel< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Directional velocity.
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< / li >
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< li > < span class = "parameter" > spriteID< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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Sprite ID in the sprite sequence slot.
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< / li >
< li > < span class = "parameter" > gravity< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Effect of gravity. Positive value ascends, negative value descends.
< em > Default: 0.< / em >
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< / li >
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< li > < span class = "parameter" > rotVel< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Rotational velocity in degrees.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > startColor< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color at start of life.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > endColor< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color at end of life. This will finish long before the end of the particle's life due to internal math.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > blendMode< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Effects.BlendID.html#" > BlendID< / a > < / span >
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Render blend mode.
< em > Default: TEN.Effects.BlendID.ALPHA_BLEND.< / em >
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< / li >
< li > < span class = "parameter" > startSize< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Size at start of life.
< em > Default: 10.< / em >
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< / li >
< li > < span class = "parameter" > endSize< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Size at end of life.
< em > Default: 0.< / em >
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< / li >
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< li > < span class = "parameter" > life< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Lifespan in seconds.
< em > Default: 2.< / em >
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< / li >
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< li > < span class = "parameter" > damage< / span >
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< span class = "types" > < span class = "type" > bool< / span > < / span >
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Harm the player on collision.
< em > Default: false.< / em >
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< / li >
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< li > < span class = "parameter" > poison< / span >
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< span class = "types" > < span class = "type" > bool< / span > < / span >
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Poison the player on collision.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > spriteSeqID< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Objects.ObjID.html#SpriteConstants" > SpriteConstants< / a > < / span >
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Sprite sequence slot ID.
< em > Default: Objects.ObjID.DEFAULT_SPRITES.< / em >
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< / li >
< li > < span class = "parameter" > startRot< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Rotation at start of life.
< em > Default: random.< / em >
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< / li >
< / ul >
< h3 > Usage:< / h3 >
< ul >
< pre class = "example" > EmitParticle(
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pos,
Vec3(< span class = "global" > math< / span > .random(), < span class = "global" > math< / span > .random(), < span class = "global" > math< / span > .random()),
< span class = "number" > 22< / span > , < span class = "comment" > -- spriteID
< / span > < span class = "number" > 0< / span > , < span class = "comment" > -- gravity
< / span > -< span class = "number" > 2< / span > , < span class = "comment" > -- rotVel
< / span > Color(< span class = "number" > 255< / span > , < span class = "number" > 0< / span > , < span class = "number" > 0< / span > ), < span class = "comment" > -- startColor
< / span > Color(< span class = "number" > 0< / span > , < span class = "number" > 255< / span > , < span class = "number" > 0< / span > ), < span class = "comment" > -- endColor
< / span > TEN.Effects.BlendID.ADDITIVE, < span class = "comment" > -- blendMode
< / span > < span class = "number" > 15< / span > , < span class = "comment" > -- startSize
< / span > < span class = "number" > 50< / span > , < span class = "comment" > -- endSize
< / span > < span class = "number" > 20< / span > , < span class = "comment" > -- life
< / span > < span class = "keyword" > false< / span > , < span class = "comment" > -- damage
< / span > < span class = "keyword" > true< / span > , < span class = "comment" > -- poison
< / span > Objects.ObjID.DEFAULT_SPRITES, < span class = "comment" > -- spriteSeqID
< / span > < span class = "number" > 180< / span > ) < span class = "comment" > -- startRot< / span > < / pre >
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< / ul >
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< / dd >
< dt >
< a name = "EmitAdvancedParticle" > < / a >
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< strong > EmitAdvancedParticle(particleData)< / strong >
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< / dt >
< dd >
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Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > particleData< / span >
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< span class = "types" > < a class = "type" href = "../1 modules/Effects.html#ParticleData" > ParticleData< / a > < / span >
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Table containing particle data.
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< / li >
< / ul >
< h3 > Usage:< / h3 >
< ul >
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< pre class = "example" > < span class = "keyword" > local< / span > particle =
{
pos = GetMoveableByName(< span class = "string" > "camera_target_6"< / span > ):GetPosition(),
vel = Vec3(< span class = "number" > 0< / span > , < span class = "number" > 0< / span > , < span class = "number" > 10< / span > ),
spriteSeqID = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
spriteID = < span class = "number" > 0< / span > ,
life = < span class = "number" > 10< / span > ,
maxYVel = < span class = "number" > 0< / span > ,
gravity = < span class = "number" > 0< / span > ,
friction = < span class = "number" > 10< / span > ,
startRot = < span class = "number" > 0< / span > ,
rotVel = < span class = "number" > 0< / span > ,
startSize = < span class = "number" > 80< / span > ,
endSize = < span class = "number" > 80< / span > ,
startColor = TEN.Color(< span class = "number" > 128< / span > , < span class = "number" > 128< / span > , < span class = "number" > 128< / span > ),
endColor = TEN.Color(< span class = "number" > 128< / span > , < span class = "number" > 128< / span > , < span class = "number" > 128< / span > ),
blendMode = TEN.Effects.BlendID.ADDITIVE,
wind = < span class = "keyword" > false< / span > ,
damage = < span class = "keyword" > true< / span > ,
poison = < span class = "keyword" > false< / span > ,
burn = < span class = "keyword" > false< / span > ,
damageHit = < span class = "number" > 80< / span > ,
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soundID = < span class = "number" > 197< / span > ,
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light = < span class = "keyword" > true< / span > ,
lightRadius = < span class = "number" > 6< / span > ,
lightFlicker = < span class = "number" > 5< / span > ,
animated = < span class = "keyword" > true< / span > ,
frameRate = < span class = "number" > 0.25< / span > ,
animType = TEN.Effects.ParticleAnimationType.LOOP,
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}
EmitAdvancedParticle(particle)< / pre >
< / ul >
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< / dd >
< dt >
< a name = "EmitShockwave" > < / a >
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< strong > EmitShockwave(pos, [innerRadius], [outerRadius], [color], [lifetime], [speed], [angle], [hurtsLara])< / strong >
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< / dt >
< dd >
Emit a shockwave, similar to that seen when a harpy projectile hits something.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Origin Position.
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< / li >
< li > < span class = "parameter" > innerRadius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > outerRadius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Initial outer radius of the shockwave circle.
< em > Default: 128.< / em >
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< / li >
< li > < span class = "parameter" > color< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > lifetime< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Lifetime in seconds (max 8.5 because of inner maths weirdness).
< em > Default: 1.0.< / em >
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< / li >
< li > < span class = "parameter" > speed< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Initial speed of the shockwave's expansion (the shockwave will always slow as it goes).
< em > Default: 50.< / em >
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< / li >
< li > < span class = "parameter" > angle< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > hurtsLara< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed.
< em > Default: false.< / em >
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< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitLight" > < / a >
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< strong > EmitLight(pos, [color], [radius], [shadows], [name])< / strong >
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< / dt >
< dd >
Emit dynamic light that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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position of the light
< / li >
< li > < span class = "parameter" > color< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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light color.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > radius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Measured in "clicks" or 256 world units.
< em > Default: 20.< / em >
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< / li >
< li > < span class = "parameter" > shadows< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Determines whether light should generate dynamic shadows for applicable moveables.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > name< / span >
< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
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If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
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< em > Optional.< / em >
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< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitSpotLight" > < / a >
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< strong > EmitSpotLight(pos, dir, [color], [radius], [falloff], [distance], [shadows], [name])< / strong >
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< / dt >
< dd >
Emit dynamic directional spotlight that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
position of the light
< / li >
< li > < span class = "parameter" > dir< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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normal which indicates light direction
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< / li >
< li > < span class = "parameter" > color< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > radius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units.
< em > Default: 10.< / em >
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< / li >
< li > < span class = "parameter" > falloff< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Radius, at which light starts to fade out, measured in "clicks".
< em > Default: 5.< / em >
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< / li >
< li > < span class = "parameter" > distance< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Distance, at which light cone fades out, measured in "clicks".
< em > Default: 20.< / em >
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< / li >
< li > < span class = "parameter" > shadows< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Determines whether light should generate dynamic shadows for applicable moveables.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > name< / span >
< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
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If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
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< em > Optional.< / em >
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< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitBlood" > < / a >
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< strong > EmitBlood(pos, [count])< / strong >
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< / dt >
< dd >
Emit blood.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
< li > < span class = "parameter" > count< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Sprite count.
< em > Default: 1.< / em >
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "EmitAirBubble" > < / a >
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< strong > EmitAirBubble(pos, [size], [amp])< / strong >
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< / dt >
< dd >
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Emit an air bubble in a water room.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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World position where the effect will be spawned. Must be in a water room.
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< / li >
< li > < span class = "parameter" > size< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Sprite size.
< em > Default: 32.< / em >
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< / li >
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< li > < span class = "parameter" > amp< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Oscillation amplitude.
< em > Default: 32.< / em >
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "EmitFire" > < / a >
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< strong > EmitFire(pos, [size])< / strong >
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< / dt >
< dd >
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Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Position.
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< / li >
< li > < span class = "parameter" > size< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Fire size.
< em > Default: 1.< / em >
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< / li >
< / ul >
< / dd >
< dt >
< a name = "MakeExplosion" > < / a >
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< strong > MakeExplosion(pos, [size], [shockwave])< / strong >
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< / dt >
< dd >
Make an explosion. Does not hurt Lara
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
< li > < span class = "parameter" > size< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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This will not be the size of the sprites, but rather the distance between the origin and any additional sprites.
< em > Default: 512.< / em >
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< / li >
< li > < span class = "parameter" > shockwave< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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If true, create a very faint white shockwave which will not hurt Lara.
< em > Default: false.< / em >
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< / li >
< / ul >
< / dd >
< dt >
< a name = "MakeEarthquake" > < / a >
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< strong > MakeEarthquake([strength])< / strong >
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< / dt >
< dd >
Make an earthquake
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > strength< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
< em > Default: 100.< / em >
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "GetWind" > < / a >
< strong > GetWind()< / strong >
< / dt >
< dd >
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Get the wind vector for the current game frame.
This represents the 3D displacement applied by the engine on things like particles affected by wind.()
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Wind vector.
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< / ol >
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< / dd >
< dt >
< a name = "EmitStreamer" > < / a >
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< strong > EmitStreamer(mov, tag, pos, dir, [rot], [startColor], [endColor], [width], [life], [vel], [expRate], [rotRate], [edgeFeatherMode], [lengthFeatherMode], [blendID])< / strong >
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< / dt >
< dd >
Emit an extending streamer effect.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > mov< / span >
< span class = "types" > < span class = "type" > Moveable< / span > < / span >
Moveable object with which to associate the effect.
< / li >
< li > < span class = "parameter" > tag< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
Numeric tag with which to associate the effect on the moveable.
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< / li >
< li > < span class = "parameter" > pos< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
World position.
< / li >
< li > < span class = "parameter" > dir< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
Direction vector of movement velocity.
< / li >
< li > < span class = "parameter" > rot< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Start rotation in degrees.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > startColor< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color at the start of life.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > endColor< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color at the end of life.
< em > Default: Color(0, 0, 0).< / em >
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< / li >
< li > < span class = "parameter" > width< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Width in world units.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > life< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Lifetime in seconds.
< em > Default: 1.< / em >
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< / li >
< li > < span class = "parameter" > vel< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Movement velocity in world units per second.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > expRate< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Width expansion rate in world units per second.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > rotRate< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Rotation rate in degrees per second.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > edgeFeatherMode< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Effects.StreamerFeatherMode.html#" > StreamerFeatherMode< / a > < / span >
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Edge feather mode.
< em > Default: Effects.StreamerFeatherMode.NONE.< / em >
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< / li >
< li > < span class = "parameter" > lengthFeatherMode< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Effects.StreamerFeatherMode.html#" > StreamerFeatherMode< / a > < / span >
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Length feather mode. < em > Not yet implemented.< / em >
< em > Default: Effects.StreamerFeatherMode.LEFT.< / em >
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< / li >
< li > < span class = "parameter" > blendID< / span >
< span class = "types" > < a class = "type" href = "../4 enums/Effects.BlendID.html#" > BlendID< / a > < / span >
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Renderer blend ID.
< em > Default: Effects.BlendID.ALPHA_BLEND.< / em >
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< / li >
< / ul >
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< / dd >
< / dl >
< h2 class = "section-header " > < a name = "Tables" > < / a > Tables< / h2 >
< dl class = "function" >
< dt >
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< a name = "ParticleData" > < / a >
< strong > ParticleData< / strong >
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< / dt >
< dd >
Structure for EmitAdvancedParticle table.
< h3 > Fields:< / h3 >
< ul >
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< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
World position.
< / li >
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< li > < span class = "parameter" > vel< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Directional velocity in world units per second.
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< / li >
< li > < span class = "parameter" > spriteSeqID< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Objects.ObjID.html#SpriteConstants" > SpriteConstants< / a > < / span >
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Sprite sequence slot ID.
< em > Default: Objects.ObjID.DEFAULT_SPRITES.< / em >
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< / li >
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< li > < span class = "parameter" > spriteID< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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Sprite ID in the sprite sequence slot.
< em > Default: 0.< / em >
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< / li >
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< li > < span class = "parameter" > life< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Lifespan in seconds.
< em > Default: 2.< / em >
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< / li >
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< li > < span class = "parameter" > maxYVel< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Maximum vertical velocity in world units per second.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > gravity< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Effect of gravity in world units per second. Positive value ascend, negative value descend.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > friction< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Friction affecting velocity over time in world units per second.
< em > Default: 0.< / em >
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< / li >
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< li > < span class = "parameter" > startRot< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Rotation at start of life.
< em > Default: random.< / em >
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< / li >
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< li > < span class = "parameter" > rotVel< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Rotational velocity in degrees per second.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > startSize< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Size at start of life.
< em > Default: 10.< / em >
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< / li >
< li > < span class = "parameter" > endSize< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Size at end of life.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > startColor< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color at start of life.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > endColor< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color at end of life. Note that this will finish long before the end of life due to internal math.
< em > Default: Color(255, 255, 255).< / em >
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< / li >
< li > < span class = "parameter" > blendMode< / span >
< span class = "types" > < a class = "type" href = "../4 enums/Effects.BlendID.html#" > BlendID< / a > < / span >
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Render blend mode.
< em > Default: TEN.Effects.BlendID.ALPHA_BLEND.< / em >
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< / li >
< li > < span class = "parameter" > damage< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Harm the player on collision.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > poison< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Poison the player on collision.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > burn< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Burn the player on collision.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > wind< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Affect position by wind in outside rooms.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > damageHit< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Player damage amount on collision.
< em > Default: 2.< / em >
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< / li >
< li > < span class = "parameter" > light< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Emit a colored light. < strong > Caution< / strong > : Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system.
< em > Default: false.< / em >
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< / li >
< li > < span class = "parameter" > lightRadius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Light radius in 1/4 blocks.
< em > Default: 0.< / em >
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< / li >
< li > < span class = "parameter" > lightFlicker< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Interval at which the light should flicker.
< em > Default: 0.< / em >
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< / li >
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< li > < span class = "parameter" > soundID< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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Sound ID to play. < strong > Caution< / strong > : Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system.
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< em > Optional.< / em >
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< / li >
< li > < span class = "parameter" > animated< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Play animates sprite sequence.
< em > Default: false.< / em >
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< / li >
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< li > < span class = "parameter" > animType< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Effects.ParticleAnimationType.html#" > ParticleAnimationType< / a > < / span >
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Animation type of the sprite sequence.
< em > Default: TEN.Effects.ParticleAnimationType.LOOP.< / em >
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< / li >
< li > < span class = "parameter" > frameRate< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Sprite sequence animation framerate.
< em > Default: 1.< / em >
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< / li >
< / ul >
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< / dd >
< / dl >
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< / div > <!-- id="content" -->
< / div > <!-- id="main" -->
< div id = "about" >
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< i > generated by < a href = "https://github.com/hispidence/TEN-LDoc" > TEN-LDoc< / a > (a fork of < a href = "http://github.com/stevedonovan/LDoc" > LDoc 1.4.6< / a > )< / i >
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< / div > <!-- id="about" -->
< / div > <!-- id="container" -->
< / body >
< / html >