Why use VFX?
Before this system is introduced, adding custom VFX is a pain for both the pack maker and the user. The pack maker needs to create a separate resource pack and assign a custom model data ID to an item model that hopefully nobody is using, especially when they are tinted. If the buyer finds a conflict between the packs, they have to painstakingly move all the IDs to a different model or offset the IDs themselves, then change all the mechanics using that custom model data ID.
So why not let Model Engine handle all of that?
Not only will you always get a spot to make your VFX colorable, but the assets are also generated from the bbmodel, just like the entity models. Plus, since the VFX is referenced using a part ID, the custom model data IDs are recorded and handled by Model Engine, no more remembering and changing IDs. Furthermore, you get all the benefits of using a Model Engine model, where your VFX would be following your projectiles accurately without delays, and you have advanced controls over how the VFX moves and rotates. Finally, because of how manual this system is, it does not affect server performance at all. You get to decide everything about the VFX, so make it as optimized (or unoptimized if you are evil) as you can.
Mechanic | Description |
---|---|
VFX | Assign or remove a VFX on an entity or a projectile |
VFXPos | Position the VFX |
VFXPosReset | Reset the position the VFX |
VFXRot | Rotate the VFX |
VFXRotReset | Reset the rotation of VFX |
VFXScale | Scale the VFX |
VFXScaleReset | Reset the scale the VFX |
VFXChangeModel | Change the model of the VFX |
VFXSetVis | Set the visibility of the VFX |
VFXEnchant | Enchant the VFX |
VFXTint | Color the VFX |