Fireworks display (Game Mechanics)

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Game Mechanics - Mechanics Category

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[Adding Type 10 and Type 11 Firework to Showpackage (Session ID SEED FILE)] [ChangingEventOrderType10andType11Fireworks] [Deleting Firework From Inventory While Add Firework Window Is Up] [Removing Multiuse Type 10 and Type 11 Fireworks] [Removing Single Type 10 and Type 11 Fireworks] [Set Delay Using Type 10 and Type 11 Fireworks]

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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.

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.



Usage Restrictions on Fireworks and Show Packages:

  • Fireworks can only be used outdoors
  • Fireworks can be used from primary inventory but not from inside a container



Using a Fireworks Show Package

Fireworks show packages act as a container for Firework charges. There are 5 options for using firework show packages:

  • Launch
  • Add Events
  • Remove Events
  • Modify Events
  • Reorder Events


Usage Restrictions on Show Packages:

  • Show Packages can only be used outdoors
  • Show package can be used from primary inventory but not from inside a container



Launching Show Packages

Firework show packages can be launched through the following process:

  • Show Package must be in primary inventory
  • Bring up radial menu on show package and click Launch
  • Alternatively, show package can be used on the toolbar and launched in that manner by pressing the corresponding hotbar key.


Once used, a show package will spawn on the ground,begin a set animation sequence timer, and then spawn off each individual firework that is in queue in an area encircling it. After the last firework has been spawned off, the show package will be removed from the game world.



Loading Fireworks into the Show Package


Fireworks can be added to show packages through the following process:

  • 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. Once an event has been added, more radial options open up to manage that event (modify event, remove event, reorder events).


Removing Fireworks from the Show Package


Fireworks can be removed from the Show Package through the following process:

  • 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, an 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. Removed fireworks are not restored back to the inventory and their charges are permanently discarded.



Modifying Event Timers

The launch timers of fireworks can be controlled through the usage of show packages through the following process:


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


After clicking the Modify Event radial, an SUI window is displayed which shows all fireworks currently stored in the package based on their effect type and current order in the package.

Event timers are displayed in minutes, seconds and tenths of a second and by default each firework entered into the package is set to launch one second apart. In the display the first, second and third fireworks would be shown as

0:1:0s (first firework)
0:2:0s (second firework)
0:3:0s (third firework)

Each firework displays its timer based off of the current total show package time from the previous fireworks. For example, if the first firework is set to 10 seconds and the 2nd firework is set to 5 seconds, and a third firework is set to 1 second, the display will look as follows:

0:10:0s (first firework)
0:15:0s (second firework)
0:16:0s (third firework)

What this does is effectively displays the total duration of the show package and will be of use to the player by allowing them to know how much time that their show display will take before it expires. In this case, the total event lasts 16 seconds from start to finish.


To modify an event, the player must click on one of the effects and then click the OK button. Doing this will bring up another SUI window which displays the timer (in tenths of a second) of the currently selected firework along with the remaining time available to attach to it. Each firework can be set to go off at a minumum of 1 second (10 tenths of a second) and a maximum of 10 seconds (100 tenths of a second) from the next firework. For example if a player selects the first firework on the list and modifies its timer to 100, it will take 10 seconds before that fire work launches once the show package is used. After this fire work is initiated, then the timer for the next fire work activates.



Reorder Events

Players can choose the order in which their fireworks will be set off in through the following process:

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


After clicking the Modify Event radial, an 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 reorder an event, the player must click on one of the effects and then click the Move Up or Move Down button. Clicking these will swap the selected firework with the nearest firework based on the direction selected. The process is confirmed through clicking the Done button, otherwise the modification isn't saved.

Source References

Source Source in Context
Fireworks Display Source 1 http://swgforums.swganh.org/viewtopic.php?t=56705&sid=c2ddbc1d95b5efd9d218aa98cfeeacd4