[REFERENCE] Texture Effectors

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Garoslaw
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[REFERENCE] Texture Effectors

Post by Garoslaw »

Basing off of what I know and the changelog. The Texture Effector works when paired with other parts. Could as well replace the searchlight pretty well.

Ex. Param 1 - Option
0 = Default setting
&2 = Always Refers to Ex. Param 2
&4 = Enables the hitbox. Works like a searchlight, when a player enters the field of the effector, sets the value of Notify Status to 2
Ex. Param 2 - Draw Option
This is the option where you can set up what it should display:
0 = A Solid Colour
1 = A Sprite.
Ex. Param 3 - Sprite ID
You input the Sprite you want to use for the texture. The list is accessible from the Misc window that can be shown when pressing the "misc" button on the Toolbar.
This parameter is ignored when Ex. Param 2 is set to 0
Ex. Param 4 - Texture Type
This sets up how the texture should be displayed.
0 = Connects to 4 pair parts
1-8 = The textures are placed separately on top of each paired part, size will also vary, depending on the size of the parts themself. That can be modified using Ex. Params 14 and 15. This needs further insight.
Ex. Param 5 - Option
This adds attributes on the emitted texture, much like any other effector.
&1 = "automatic attenuation of blend ratio" - Adds a fading effect of sorts
&2 = Enables a fade-in effect when the effector plays
&4 = Enables a fade-out effect when the effector stops
&128 = Doesn't change the animation speed (of an animated sprite)
&256 = Loops the animated sprite
&512 = Starts the animated sprite frame at a random one
&1024 = Adds counter support (You can make a sub-counter using variables on a part with the texture effector as the child part)
&4096 = Enables Effect Scroll
Ex. Param 6 - Hue
Hue, Saturation and Brightness can be used when you use a solid colour as a Draw Option.
Values: -4096 - 4096 (Think of -360 - 360 like in the Config when setting up bullet colour)
Ex. Param 7 - Saturation
Values: -4096 - 4096 (Think of -360 - 360 like in the Config when setting up bullet colour)
Ex. Param 8 - Brightness
Values: -4096 - 4096 (Think of -360 - 360 like in the Config when setting up bullet colour)
Ex. Param 9 - Blend Mode
Similar to how you would set up a background.
3 = Translucent
4 = Translucent without Black (H=0, S=0, L=0)
5 = Addition
6 = Subtraction
Ex. Param 10 - Alpha blend mode
Similar to Blend Mode, however this applies for the Alpha layer.
-1 = Off
0 = On (Subtraction)
3 = Translucent
4 = Translucent without Black (H=0, S=0, L=0)
5 = Addition
6 = Subtraction
Ex. Param 11 - Blending ratio
Changes the blending ratio of the texture.
Value: 0 - 256
Ex. Param 12 - Lifetime
If this Param has a value, The effector will leave a "trail".
Value: 0 - ∞
Ex. Param 13 - Speed
This affects the speed of the emitted effector. It is dependent on the move action and the Effect Scroll The effector was set on.
Value: 0 - ∞
Ex. Param 14 - Size / X Size
This changes the overall size of the effector. If Ex. Param 4 has a value other than 0, This changes into X Size. Please note that If you do not give this a value, the effector will not show up.
Value: 0 - ∞ (Careful not to get it too big.)
Ex. Param 15 - Y Size
Works when Ex. Param 4 is set to other than 0.
Value: 0 - ∞ (Careful not to get it too big.)

In my personal opinion, It is kinda much of a hassle, but if used well, You'd be even capable of making Pseudo-3D walls for levels or something. I will try to make more Screencaps displaying how it works.

If you find something hard to understand, you may ask a question or something.
Last edited by Garoslaw on Tue Jun 18, 2013 5:35 pm, edited 2 times in total.
:yap:

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Re: Texture Effectors - The Reference

Post by Garoslaw »

Updated, with the missing Ex. Param 3 info.

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Re: [REFERENCE] Texture Effectors

Post by Garoslaw »

<3
:yap:

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