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When AE attached on a technotype, play "ActiveAnimation" for once.
ActiveAnimation.TriggerOn determines the exact conditions upon which the animation is played, defaults to attach which means only if the effect first attached.
ActiveAnimation.CumulativeOnlyOnce, if set to true, makes it so that Cumulative=true attached effects only play the animation once played, instead of once per active instance.
When AE expired, play "ExpireAnimation" for once.
ExpireAnimation.TriggerOn determines the exact conditions upon which the animation is played, defaults to expire which means only if the effect naturally expires.
ExpireAnimation.CumulativeOnlyOnce, if set to true, makes it so that Cumulative=true attached effects only detonate the animation once played, instead of once per active instance. On remove and expire condition this means it will only play after last instance has expired or been removed.
INI code
[SOMEATTACHEFFECT]ActiveAnimation=; AnimationTypeActiveAnimation.TriggerOn=attach; List of active animation trigger condition enumeration (none|attach|refresh)ActiveAnimation.CumulativeOnlyOnce=false; booleanExpireAnimation=; AnimationTypeExpireAnimation.TriggerOn=expire; List of expire animation trigger condition enumeration (none|expire|remove|death|discard|all)ExpireAnimation.CumulativeOnlyOnce=false; boolean
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The suggestion is NOT related to functionality of Ares, HAres, Kratos or any other YR engine extension.
The suggested feature / enhancement is NOT implemented in Ares/Phobos yet and the existing possibilites are not viable or good enough to achieve the wanted result.
I agree to elaborate the details if requested and provide thorough testing if the feature is implemented.
I added a very descriptive title to this topic.
I used the GitHub search and read the topic list to find a similar topic and didn't find it.
I thought out how the feature / enhancement should work and described it in the most detailed and clear way.
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Description
When AE attached on a technotype, play "ActiveAnimation" for once.
ActiveAnimation.TriggerOndetermines the exact conditions upon which the animation is played, defaults toattachwhich means only if the effect first attached.ActiveAnimation.CumulativeOnlyOnce, if set to true, makes it so thatCumulative=trueattached effects only play the animation once played, instead of once per active instance.When AE expired, play "ExpireAnimation" for once.
ExpireAnimation.TriggerOndetermines the exact conditions upon which the animation is played, defaults toexpirewhich means only if the effect naturally expires.ExpireAnimation.CumulativeOnlyOnce, if set to true, makes it so thatCumulative=trueattached effects only detonate the animation once played, instead of once per active instance. Onremoveandexpirecondition this means it will only play after last instance has expired or been removed.INI code
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No response
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