Open Mlodziak00 opened 3 months ago
Thank you for this tutorial, friend. I have a question in regards to how you export other Effekseer particles, as I am unable to make this work with other sample particles.
is there a way to do it via resourse packs to replace existing particles?
Do you know how you would go about implementing this into mcreator?
@ChloePrime you should really just make a wiki for this repo and copy and paste this tutorial there
Hello, Going to keep it short, this is a guide on how to use the AAA Particles library.
This Guide works similarly for both Forge and Fabric, I'll be using Fabric for this
As an example, we'll use a Modified Sample Effekseer particle made by Pierre01: Herald,
https://github.com/ChloePrime/AAAParticles/assets/90759492/7874fe0b-906b-4e9b-9188-db3ec93b86e5
Get the Modified Particle Here: ExampleParticle.zip
Going to the Guide now (Fabric 1.20.1 Specifically):
AAA Particle
andArchitecture API
as dependencies and while using the Modrinth Maven repository (You can also use the Curseforge Maven)Then Load The Gradlew Changes and that's how you implement it
Now we add in a new Resource into our mods assets file called![image_2024-03-14_163352207](https://github.com/ChloePrime/AAAParticles/assets/90759492/845ce169-4fa2-48a9-847a-7ae65ec768c2)
effeks
like below and extract the contents of ExampleParticle.zip in there.Now we go and create a![image_2024-03-14_164125498](https://github.com/ChloePrime/AAAParticles/assets/90759492/c3ffdbe0-5173-40ee-a132-603ec2e17c95)
ClientModInitializer
, and Registering aReloadListenerRegistry
, making sure the Identifier looks somewhat like this, but passing in your ownModID
(First Value)That's how you add in the particles and such, but spawning them in isn't like adding in Vanilla particles, to add them I'll make an Example Spawn Item, that spawn the particle on top of any given block
We're going to add new static final![image_2024-03-14_164842556](https://github.com/ChloePrime/AAAParticles/assets/90759492/237b88a6-928a-46b9-9e20-3988cfc3a8f1)
ParticleEmitterInfo
called HERALD, making sure we pass in a new Identifier with theModID
and the particlespath
(herald), then usingAAALevel
on theuseOnBlock
method, we add a new particle to the world, not forcing it and calling for HERALD.clone(), It can have parameters like.position, .scale, .rotation
, but we want to always call.clone
before any of those. In the image it is centered to the very top of the Blocks Position.Then we register the Item itself into the Main class and you should have an item that spawns a particle like this! NOTE, the particle isn't perfect because it's an example one, you can scale it down using
.scale(0.5F)
.https://github.com/ChloePrime/AAAParticles/assets/90759492/fa91e027-2a8b-4273-beb3-2a1447d3390a
Want to have it spawn like you do with Vanilla Particles? (Yes I figured it out)
Main public static final DefaultParticleType HERALD = FabricParticleTypes.simple(); @Override public void onInitialize() { Registry.register(Registries.PARTICLE_TYPE, new Identifier("aaa-particle-example", "herald"), HERALD); }
if (timer == 0){ timer++; AAALevel.addParticle(world, false, HERALD.clone().position(this.x, this.y, this.z)); /// This is the same as for the Item }