Difference between revisions of "Particle id V3"

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==Syntax==
 
==Syntax==
''Syntax:'' <span style='font-size:12px;font-family:courier'><span style='color:green'>particle_id_v3</span> register1</span>
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''Syntax:'' <span style='font-size:12px;font-family:courier'><span style='color:red'>particle_id_v3</span> register1</span>
  
 
* ''register1 = Particle # Used.''
 
* ''register1 = Particle # Used.''
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Used to set a particle on a specific character, here's a link to all particle values https://youtu.be/4wFH3o8e-Os?list=PLE91Ij65SvIgE5LZye2hgnzCvwhwexs9I
 
Used to set a particle on a specific character, here's a link to all particle values https://youtu.be/4wFH3o8e-Os?list=PLE91Ij65SvIgE5LZye2hgnzCvwhwexs9I
  
Can also be used to link a particle to a monster by using 0001000 + Monster # or a Object by using  0004000 + Object #.  
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Can also be used to link a particle to a monster by using 00001000 + Monster # or a Object by using  00004000 + Object #.  
 
For Monsters, the # count starts from Pioneer 2, certain monsters will take up more than 1 ID like Pan Arms.
 
For Monsters, the # count starts from Pioneer 2, certain monsters will take up more than 1 ID like Pan Arms.
 
For Objects, the # count starts from Pioneer 2, however, not all objects can hold a particle, such as objects without a model.
 
For Objects, the # count starts from Pioneer 2, however, not all objects can hold a particle, such as objects without a model.
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  <span style='color:green'>        let </span>R3, R250 <span style='color:orange'>//Set the particle to player slot 1.</span>
 
  <span style='color:green'>        let </span>R3, R250 <span style='color:orange'>//Set the particle to player slot 1.</span>
 
  <span style='color:green'>        leti </span>R4, 0000000A <span style='color:orange'>//Set the Y value of the particle to 10.</span>
 
  <span style='color:green'>        leti </span>R4, 0000000A <span style='color:orange'>//Set the Y value of the particle to 10.</span>
  <span style='color:green'>        particle_id_v3 R1 </span><span style='color:orange'>//Tells where to start the continuation of registry strings to be used for the particle ID.</span>
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  <span style='color:red'>        particle_id_v3 R1 </span><span style='color:orange'>//Tells where to start the continuation of registry strings to be used for the particle ID.</span>
 
  <span style='color:green'>        ret </span>
 
  <span style='color:green'>        ret </span>
  
 
==Also see==
 
==Also see==
 
[[ret]] [[let]] [[leti]] [[get slotnumber]]
 
[[ret]] [[let]] [[leti]] [[get slotnumber]]

Latest revision as of 03:43, 18 December 2023

Syntax

Syntax: particle_id_v3 register1

  • register1 = Particle # Used.
  • register2 = How many frames.
  • register3 = Character ID to tie the register to.
  • register4 = Y value of the particle.

Use

Used to set a particle on a specific character, here's a link to all particle values https://youtu.be/4wFH3o8e-Os?list=PLE91Ij65SvIgE5LZye2hgnzCvwhwexs9I

Can also be used to link a particle to a monster by using 00001000 + Monster # or a Object by using 00004000 + Object #. For Monsters, the # count starts from Pioneer 2, certain monsters will take up more than 1 ID like Pan Arms. For Objects, the # count starts from Pioneer 2, however, not all objects can hold a particle, such as objects without a model.

Example

//This example is used to set a specific particle on player slot 1.

0:     get_slotnumber R250 //Puts the player's slot number is R250.
100:     leti R1, 00000000 //Set particle 1.
         leti R2, 00000003 //Set frames to activate particle to 3, most need a minimum of this.
         let R3, R250 //Set the particle to player slot 1.
         leti R4, 0000000A //Set the Y value of the particle to 10.
         particle_id_v3 R1 //Tells where to start the continuation of registry strings to be used for the particle ID.
         ret 

Also see

ret let leti get slotnumber