Difference between revisions of "Fireworks display (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Using a Fireworks Show Package)
(Using a Fireworks Show Package)
Line 96: Line 96:
 
Fireworks show packages act as a container for Firework charges. One of each type of firework may be loaded into the firework show package. Firework show packages can store up to 20 charges of fireworks.
 
Fireworks show packages act as a container for Firework charges. One of each type of firework may be loaded into the firework show package. Firework show packages can store up to 20 charges of fireworks.
  
'''Loading Fireworks into the Showpackage'''
+
'''Loading Fireworks into the Show Package'''
  
 
* Show Package and fireworks must be in primary inventory
 
* Show Package and fireworks must be in primary inventory
* Bring up radial menu on Show Package Show Package and select Show Data.
+
* Bring up radial menu on Show Package and select Show Data.
 
* Select Add Event sub radial on the Show Data radial menu
 
* Select Add Event sub radial on the Show Data radial menu
  
  
 
After clicking the Add Event radial, an SUI window is displayed which shows all fireworks currently in the primary inventory along with their current charges (uses remaining). The firework displayed in this window reflects whatever the firework has been named during crafting. So if a firework was named Joe Blow's Firework then Jow Blow's Firework will be listed as one of the options in the add event window. When the player clicks the Ok button after making a selection, a charge is deducted from the firework selected and the sui window closes. When the last charge is deducted from the firework, it is removed from the inventory. Each charge added to the fireworks show package shows up as a stack counter on the package itself. The fireworks show package can store up to 20 charges for any combination of fireworks per package.
 
After clicking the Add Event radial, an SUI window is displayed which shows all fireworks currently in the primary inventory along with their current charges (uses remaining). The firework displayed in this window reflects whatever the firework has been named during crafting. So if a firework was named Joe Blow's Firework then Jow Blow's Firework will be listed as one of the options in the add event window. When the player clicks the Ok button after making a selection, a charge is deducted from the firework selected and the sui window closes. When the last charge is deducted from the firework, it is removed from the inventory. Each charge added to the fireworks show package shows up as a stack counter on the package itself. The fireworks show package can store up to 20 charges for any combination of fireworks per package.
 +
 +
 +
'''Removing Fireworks from the Show Package'''
 +
 +
 +
* Bring up radial menu on Show Package and select Show data.
 +
* Select Remove Event radial on the Show Data radial menu
 +
 +
After clicking the Remove Event radial, and SUI window is displayed which shows all fireworks currently stored in the package based on their effect type and current order in the package. To remove the firework, the player must click on one of the effects and then click the OK button. Once the player clicks OK, the event is removed and the window updates so that the player can remove another event.
  
  

Revision as of 12:48, 28 June 2009




Game Mechanics - Mechanics Category

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


Navigation

Description

Template (Game Messages)

Related Tags

0% This document has not been started.

Mechanics This document is about game mechanics.

Game Mechanics

Fireworks are a group of items used in SWG as special effect demonstrations. Fireworks come in 8 types, each with a different display effect produced when they explode:

  • Type 1 Firework (Starburst - Light)
  • Type 2 Firework (Concussion Rings)
  • Type 3 Firework (Chandelier)
  • Type 4 Firework (Spiral Tears)
  • Type 5 Firework (Starburst - Heavy)
  • Type 10 Firework (Type 10 Effect)
  • Type 11 Firework (Type 11 Effect)
  • Type 18 Firework (Type 18 Effect)


Fireworks are used individually but can automatically be managed through item called a Firework Show Package. A firework show package is used to setup event displays through controlling the launch frequency and type of firework that will be shot in sequence.


Usage Restrictions on Fireworks and Show Packages:

  • Fireworks and Show Packages can only be used outdoors
  • Firework and Show package can be used from primary inventory (but not from inside another pouch or other container)
  • Fireworks and Show package can be used from the toolbar


Using a Firework


Once used, a firework will spawn on the ground, begin a set animation sequence timer, and then flies into the air and explodes.

Using a Fireworks Show Package

Fireworks show packages act as a container for Firework charges. One of each type of firework may be loaded into the firework show package. Firework show packages can store up to 20 charges of fireworks.

Loading Fireworks into the Show Package

  • Show Package and fireworks must be in primary inventory
  • Bring up radial menu on Show Package and select Show Data.
  • Select Add Event sub radial on the Show Data radial menu


After clicking the Add Event radial, an SUI window is displayed which shows all fireworks currently in the primary inventory along with their current charges (uses remaining). The firework displayed in this window reflects whatever the firework has been named during crafting. So if a firework was named Joe Blow's Firework then Jow Blow's Firework will be listed as one of the options in the add event window. When the player clicks the Ok button after making a selection, a charge is deducted from the firework selected and the sui window closes. When the last charge is deducted from the firework, it is removed from the inventory. Each charge added to the fireworks show package shows up as a stack counter on the package itself. The fireworks show package can store up to 20 charges for any combination of fireworks per package.


Removing Fireworks from the Show Package


  • Bring up radial menu on Show Package and select Show data.
  • Select Remove Event radial on the Show Data radial menu

After clicking the Remove Event radial, and SUI window is displayed which shows all fireworks currently stored in the package based on their effect type and current order in the package. To remove the firework, the player must click on one of the effects and then click the OK button. Once the player clicks OK, the event is removed and the window updates so that the player can remove another event.



• Next, select Add Event to add your individual fireworks to the show package. • After that, you will get a popup window.

• In the pop-up window, you may add fireworks from your inventory to add to the show.

This will add one charge of the firework to your show. You may also Remove Events from the show through the radial menu.

Everyone also has even more options under Show Data to arrange and re-arrange the order of the fireworks ( Modify Events ) in their Show Package.

Be sure to play around with the different delays and effects to really make an impressive display.

The maximum delay is 100 seconds the minimum is 0 (.10 seconds).

Source References

Source Source in Context