Difference between revisions of "Fireworks display (Game Mechanics)"
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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 | + | '''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 | + | * 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. | ||
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+ | '''Removing Fireworks from the Show Package''' | ||
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+ | * Bring up radial menu on Show Package and select Show data. | ||
+ | * Select Remove Event radial on the Show Data radial menu | ||
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+ | 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 11:48, 28 June 2009
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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.
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Game MechanicsFireworks 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:
Using a Firework
Using a Fireworks Show PackageFireworks 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
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.
• 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
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