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4.2. RootTemplates Attribute ID Definitions

ImmortalRDI edited this page Nov 25, 2023 · 5 revisions

Continued from 4.1. Root Templates

Index

RootTemplate Index

Attribute ID Definitions

Here we'll go over the attribute IDs and what they mean.


MapKey

This is your UUID identifier that will be placed in the Trajectories data info for your spell. See Generating UUIDs to generate a new UUID for this part.


Name

This is the name of your Effect. You can name it whatever you want.


FX Attributes

These are the the effects that happen when dictated by the RootTemplate. Which is what the rest of the information that you shouldn't need to worry about after copying a template defines. Unlike MEIs, you won't be using the UUID of the LSFX found in the VFX Merged. Instead, you will want to use the Name ID, which would be found somewhere like this:

EffectName

We'll touch more later in the Merged on creating one of these.


TrailFX

This effect will determine the slight trail of the projectile, which can curve with projectiles that don't move in a straight line.


BeamFX

This effect determines the length of the effect, giving it a more beam like appearance. This effect cannot curve and will only travel in a straight line, from source to target.


ImpactFX

This is the effect that is displayed when the effect makes contact with the intended target.


GroundImpactFX

This is the effect that will display on the ground at the intended target.


CastBone

Much Like MEI TargetBone, this does the same thing.


Initial Speed / Speed

This is pretty straight forward. It effects the starting speed, and overall speed of the projectile visual effects.


LifeTime

This particular Attribute ID simply governs how long the trajectory effect will last.


DetachBeam

This allows the projectile effect to look more like a projectile effect than a beam effect.


CastShadow

This id allows your trajectory effect to be affected by game light. Essentially, it does what it's name implies.


Folder Structure

Finally, this is how you'll want to save the extension and the proper folder structure.

Notice

  • The File name itself does not matter.
  • You can save within a subfolder of /Effects/, but the subfolder title must be prefaced with [PAK]_ before the name.

The Folder structure you want for your RootTemplate is as follows:

MEIFolderStructure


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