Effectmaster M64 Documentation

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https://effectmaster.m64.dev

Searchable website documentation for Effectmaster M64 from https://effectmaster.m64.dev.

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What's inside Effectmaster M64 Documentation

  1. Overview of EffectMaster particle and sound effects

    EffectMaster is a high-performance tool for creating and controlling particle effects, fountains, sounds, and lighting with minimal setup. Effects can be customized via an in-game editor or through YAML configuration files.
  2. Configure the Fountain Fan effect

    The Fountain Fan effect creates a fan-shaped fountain of falling blocks. You can control the origin, the direction and speed of the center jet, the rotation of the fan, and the arc angle/jet count over time using sequencers.
  3. Use the Fill Block effect for temporary visual areas

    The Fill Block effect sets all blocks in a cubic area to a specified material. Crucially, these are not real blocks but are sent to players as packets. This means players cannot interact with them (interaction causes the blocks to revert), and the effect is intended for visual purposes rather than permanent terraforming. The effect is temporary and will revert after the specified duration.
  4. Understand EffectMaster core concepts

    When working with EffectMaster, keep two primary concepts in mind:

    1. Identification: Shows are identified using a combination of a category (for organization, e.g., 'events') and a show name.
    2. Timing: All timings are measured in Minecraft ticks, where 1 tick = 0.05 seconds (or 1/20th of a second).
  5. Operate the Path Wand modes

    The Path Wand is used to define smooth paths for effects. Switch between the four available modes by pressing the offhand item key (F).

    1. Add Node: Create new nodes.

    • Right-click a location or right-click in the air to spawn a node at your feet.

    2. Delete Node: Remove existing nodes.

    • Left-click: Select a single node.
    • Shift + Left-click: Select multiple nodes.
    • Double Left-click: Select all nodes.
    • Right-click: Remove all selected nodes.

    3. Move Node: Reposition nodes.

    • Left-click: Select a single node.
    • Right-click: Move the selected node to the position in front of you.

    4. Info: Preview the path and configure effect parameters.

    • Left-click: Receive a message containing all path information.
    • Right-click: Switch the spline type of the preview.
    • Shift + Right-click: Change the speed of the preview.
  6. Save an effect as a preset

    Presets allow you to save complex or frequently used effect configurations under a custom name so they can be reused in other shows without manual recreation. To save a preset: open the effect editor for the desired effect, click 'Save as Preset', and provide a name and a display material.
  7. Spawn customizable particles using the Particle effect

    The Particle effect spawns customizable particles at a specific location, mirroring the behavior of the /particle command. It supports various particle types from the Bukkit Particle List, including specific configurations for REDSTONE and BLOCK-based particles.
    '1':
      Type: PARTICLE
      Location: world, 0, 0, 0
      Particle: SMOKE_NORMAL
      Amount: 1
      dX: 1
      dY: 1
      dZ: 1
      Force: false
      Delay: 0
  8. Register a custom effect in a plugin

    Custom effects must be registered during the plugin's onEnable phase using the Effect.Type.registerExternalEffect method. This ensures the effect is recognized by the EffectMaster system.
    class EffectMasterTestIntegration : JavaPlugin() {
        override fun onEnable() {
            // Register the effect instance and the plugin instance
            Effect.Type.registerExternalEffect(CoolKotlinEffect(), this)
        }
    }
  9. Create a temporary visual block area with FILL_BLOCK

    The FILL_BLOCK effect sets all blocks within a cubic area to a specified material. These blocks are sent as packets and are not real world blocks.

    Key Constraints:

    • Non-Interactive: Players cannot interact with these blocks; interacting with them causes the blocks to revert to their original state.
    • Visual Only: This effect is intended for visual effects, not for permanent world terraforming.
    • Performance: Large block changes are restricted for safety and performance reasons.
    '1':
      Type: FILL_BLOCK
      FromLocation: world, 0, 0, 0
      ToLocation: world, 3, 3, 3
      Block: STONE
      BlockData: []
      Duration: 100
      Delay: 0