Superfighters Deluxe
EffectName Class Reference

Represent different documented effects that can be played using the Game.PlayEffect() method. If the effect requires additional parameters (arguments) they are documented on each effect available. More...

Static Public Attributes

const string AcidSplash = "ACS"
 
const string Block = "Block"
 
const string Blood = "BLD"
 
const string BloodTrail = "TR_B"
 
const string BulletHit = "BulletHit"
 
const string BulletHitCloth = "BulletHitCloth"
 
const string BulletHitDefault = "BulletHitDefault"
 
const string BulletHitDirt = "BulletHitDirt"
 
const string BulletHitMetal = "BulletHitMetal"
 
const string BulletHitMoney = "BulletHitMoney"
 
const string BulletHitPaper = "BulletHitPaper"
 
const string BulletHitWood = "BulletHitWood"
 
const string BulletSlowmoTrace = "BST_S"
 BulletSlowmoTrace.
args[0] float dirX (X component of Vector2).
args[1] float dirY (Y component of Vector2).
More...
 
const string CameraShaker = "CAM_S"
 CameraShaker.
args[0] float intensity, args[1] float time, args[2] bool global More...
 
const string ChainsawSmoke = "CSW"
 
const string ClothHit = "CL_H"
 
const string CloudDissolve = "DISS"
 
const string CustomFloatText = "CFTXT"
 CustomFloatText.
args[0] string: text to display. More...
 
const string DestroyCloth = "DestroyCloth"
 
const string DestroyDefault = "DestroyDefault"
 
const string DestroyGlass = "DestroyGlass"
 
const string DestroyMetal = "DestroyMetal"
 
const string DestroyPaper = "DestroyPaper"
 
const string DestroyWood = "DestroyWood"
 
const string Dig = "DIG"
 
const string DustTrail = "TR_D"
 
const string Electric = "Electric"
 
const string Explosion = "EXP"
 
const string Fire = "FIRE"
 
const string FireNodeTrailAir = "FNDTRA"
 
const string FireNodeTrailGround = "FNDTRG"
 
const string FireTrail = "TR_F"
 
const string Gib = "GIB"
 
const string GlassParticles = "G_P"
 
const string GrenadeDud = "GR_D"
 
const string ImpactDefault = "ImpactDefault"
 
const string ImpactPaper = "ImpactPaper"
 
const string ItemGleam = "GLM"
 
const string MeleeHitBlunt = "HIT_B"
 
const string MeleeHitSharp = "HIT_S"
 
const string MeleeHitUnarmed = "HIT_U"
 
const string PaperDestroyed = "PPR_D"
 
const string PlayerBurned = "PLRB"
 
const string PlayerFootstep = "F_S"
 
const string PlayerLandFull = "H_T"
 
const string Smack = "Smack"
 
const string SmokeTrail = "TR_S"
 
const string Sparks = "S_P"
 
const string Steam = "STM"
 
const string TraceSpawner = "TR_SPR"
 TraceSpawner. Used to show effects on moving targets with an even distribution depending on how fast the object is moving.
args[0] int IObject.UniqueID to track.
args[1] string EffectID to keep spawning on the object.
args[2] float spawnTime to keep the effect (TraceSpawner) alive.
More...
 
const string WaterSplash = "WS"
 
const string WoodParticles = "W_P"
 

Detailed Description

Represent different documented effects that can be played using the Game.PlayEffect() method. If the effect requires additional parameters (arguments) they are documented on each effect available.

Member Data Documentation

◆ BulletSlowmoTrace

const string BulletSlowmoTrace = "BST_S"
static

BulletSlowmoTrace.
args[0] float dirX (X component of Vector2).
args[1] float dirY (Y component of Vector2).

◆ CameraShaker

const string CameraShaker = "CAM_S"
static

CameraShaker.
args[0] float intensity, args[1] float time, args[2] bool global

◆ CustomFloatText

const string CustomFloatText = "CFTXT"
static

CustomFloatText.
args[0] string: text to display.

◆ TraceSpawner

const string TraceSpawner = "TR_SPR"
static

TraceSpawner. Used to show effects on moving targets with an even distribution depending on how fast the object is moving.
args[0] int IObject.UniqueID to track.
args[1] string EffectID to keep spawning on the object.
args[2] float spawnTime to keep the effect (TraceSpawner) alive.