#multiple particles on clothing

1 messages · Page 1 of 1 (latest)

empty plover
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I wanted to ask here since I haven't seen it really mentioned anywhere else and been hoping for a answer, but is there anyway to have multiple different types of particles on one single set of clothing? so like a helmet giving you both the wet and poison particles coming off of you for example

crisp burrow
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Are you talking about effectSources?

empty plover
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i dont think so? rn im using a status effect on the clothing to give it a effect but if theres any way to have it so it can use both i'd be down

crisp burrow
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I'm pretty sure you can add multiple status effects using the statusEffects attribute

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It's an array of strings

empty plover
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aah

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got any guides/walkthroughs you can give me?

crisp burrow
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no

empty plover
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F
Cant do too much without that unfortunately

crisp burrow
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What status effects are you using for wet and poison particles?

empty plover
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Its a example, but lets say Hmm well lets say i already had the wet status affect already on the thing which makes it have those particles, how would i add another set o particles too it as well

crisp burrow
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I presume you're asking how to add status effects. In that case, you would just do something like this. In this example, the armor gives the player the status effects wet and weakpoison.

empty plover
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i'll give it a go n report back to ya

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ok that gave me both status effects on the item but it only emits one set of the particles and not bot

crisp burrow
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Seems to be working on my end

empty plover
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hmm odd

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any other way i could get it to work?

crisp burrow
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Which status effects are you using?

empty plover
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modded ones

crisp burrow
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Did you try one of them at a time?

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one status effect and then the other

empty plover
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yeah i did, doesnt seem to work

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what was the other way of doin it ya said?

crisp burrow
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effectSources

empty plover
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ok so, how would i go bout using it

crisp burrow
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You pretty much use it the same way as with the statusEffects list but for effect sources, which are defined in /effects (shown in the image below).

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If you want to define your own, you can just make a copy of an existing one, change the kind attribute and change the list of particles.

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I'm not sure why they chose to make the particles attribute an array of arrays of strings

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but changing it to an array of strings instead might cause an error

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Also, particles are defined in /particles and have the .particle extension

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duration (going back to .effectsource files) specifies how long the effect lasts (if loops is true, that specifies the amount of time between each particle emission). I'm currently trying to figure out what units that is measured in.

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After looking at a couple examples from the assets, duration appears to be measured in seconds.

empty plover
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hmm i'll look into that, i'll update you later/tomorrow

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thanks for the help btw

crisp burrow
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no problem 👍

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and good luck

empty plover
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tyty

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also a question fore i start, anyway i could add the effect via a mod and not have to go into the base game to modify it? the mod is for a close group of friends is all and i cant really have em modifying the same code each time to join me lol

empty plover
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@crisp burrow

crisp burrow
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You can add your own effects yeah

empty plover
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aah, how would i go about doing that?

empty plover
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Aah, and i just add it to the particles in the mod?