spawn_hit_fx() (sample page)
From Rivals of Aether Unofficial Workshop Manual
With this function you can spawn a visual effect at any given point within the room. The visual effect is spawned as a new instance of the hit_fx_obj
object. This function returns the ID of the new instance which can then be stored in a variable or used to access that instance.
Syntax[edit | edit source]
spawn_hit_fx(x, y, hit_fx_index);
Arguments[edit | edit source]
Argument | Type | Description |
---|---|---|
x
|
real
|
The x position the hit_fx_obj instance will be created at |
y
|
real
|
The y position the hit_fx_obj instance will be created at |
hit_fx_index
|
real
|
The index of a built-in visual effect or a custom effect previously created with hit_fx_create( sprite_index, animation_length )
|
Returns[edit | edit source]
real (instance ID)
Examples[edit | edit source]
Basic[edit | edit source]
// attack_update.gml // spawns built-in visual effect 195 (water large) on the 1st frame, 4th window of AT_FSPECIAL: if (attack == AT_FSPECIAL && window == 4 && window_timer == 1) { spawn_hit_fx(x, y, 195); }
Advanced[edit | edit source]
// init.gml // creates a 20-frame visual effect from sprite "custom_fx_strip#.png" and stores its index in a variable: custom_hit_fx = hit_fx_create(sprite_get("custom_fx"), 20);
// attack_update.gml // spawns a visual effect, stores its instance ID in a local variable, and moves it to a depth in front of the player: if (attack == AT_FSPECIAL && window == 4 && window_timer == 1) { var temp_fx = spawn_hit_fx(x, y, custom_hit_fx); temp_fx.depth = depth - 1; }