Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 | const l10n = require("../helpers/l10n").default; const id = "EVENT_WEAPON_ATTACK"; const groups = ["EVENT_GROUP_ACTOR"]; const fields = [ { key: "spriteSheetId", type: "sprite", label: l10n("FIELD_SPRITE_SHEET"), defaultValue: "LAST_SPRITE", }, { key: "actorId", type: "actor", label: l10n("FIELD_SOURCE"), defaultValue: "$self$", width: "50%", }, { key: "offset", type: "number", label: l10n("FIELD_OFFSET"), defaultValue: 10, min: 0, max: 64, width: "50%", }, { key: "collisionGroup", label: l10n("FIELD_COLLISION_GROUP"), type: "collisionMask", width: "50%", includePlayer: false, defaultValue: "3", }, { key: "collisionMask", label: l10n("FIELD_COLLIDE_WITH"), type: "collisionMask", width: "50%", includePlayer: true, defaultValue: ["1"], }, ]; const compile = (input, helpers) => { const { weaponAttack, actorSetActive } = helpers; const offset = input.offset === "" || input.offset === undefined || input.offset === null ? 10 : input.offset; actorSetActive(input.actorId); weaponAttack( input.spriteSheetId, offset, input.collisionGroup, input.collisionMask ); }; module.exports = { id, deprecated: true, groups, fields, compile, waitUntilAfterInitFade: true, }; |