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| ! effect | | ! effect |
| |- | | |- |
− | | <samp>RequiredItemId</samp> | + | | <samp>Condition</samp> |
− | | ''(Optional)'' If set, only apply this effect if the main input item has this qualified or unqualified item ID. | + | | ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this effect should be played. For item queries, you can check the input item (<samp>Input</samp) or output item (<samp>Target</samp>). Defaults to always true. |
| |- | | |- |
− | | <samp>RequiredTags</samp> | + | | <samp>Sounds</samp> |
− | | ''(Optional)'' If set, only apply this effect if the main input item has ''all'' of these [[Modding:Context tags|context tags]]. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
| + | | ''(Optional)'' The audio to play. This consists of a list of models with these fields: |
− | |-
| |
− | | <samp>Sound</samp>
| |
− | | ''(Optional)'' An [[#Custom audio|audio cue ID]] to play. Defaults to no sound.
| |
− | |-
| |
− | | <samp>DelayedSounds</samp>
| |
− | | ''(Optional)'' The audio to play after a short delay. This consists of a list of models with these fields: | |
| {| class="wikitable" | | {| class="wikitable" |
| |- | | |- |
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| ! effect | | ! effect |
| |- | | |- |
− | | <samp>Sound</samp> | + | | <samp>Id</samp> |
| | The [[#Custom audio|audio cue ID]] to play. | | | The [[#Custom audio|audio cue ID]] to play. |
| |- | | |- |
| | <samp>Delay</samp> | | | <samp>Delay</samp> |
− | | The number of milliseconds until the sound should play. | + | | ''(Optional)'' The number of milliseconds until the sound should play. Default 0. |
| |} | | |} |
| + | |
| + | Defaults to no sound. |
| |- | | |- |
| | <samp>ShakeDuration</samp> | | | <samp>ShakeDuration</samp> |
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| ! field | | ! field |
| ! effect | | ! effect |
| + | |- |
| + | | <samp>Id</samp> |
| + | | The [[Modding:Modder Guide/Game Fundamentals#Unique string IDs|unique string ID]] for this rule within the current machine (it doesn't need to be unique between machines). |
| |- | | |- |
| | <samp>Texture</samp> | | | <samp>Texture</samp> |
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| | <samp>SourceRect</samp> | | | <samp>SourceRect</samp> |
| | The pixel area for the first animated frame within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. | | | The pixel area for the first animated frame within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. |
| + | |- |
| + | | <samp>Condition</samp> |
| + | | ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to add this temporary sprite. |
| |- | | |- |
| | <samp>PositionOffset</samp> | | | <samp>PositionOffset</samp> |