#summary List of all visual gear types This is a list of available visual gear types, as of 0.9.23. For a current list of the visual gear types look at `hedgewars/uTypes.pas` at the `TVisualGearType` enumeration: https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uTypes.pas#l115 = List of visual gear types = == Environment == || *Variable name* || *Short description* || || `vgtFlake` || Theme flake || || `vgtChunk` || Theme chunk (spawns when blowing up land) || || `vgtCloud` || Cloud || || `vgtDust` || Dust cloud (e.g. of mudball) || || `vgtSplash` || Water splash || || `vgtDroplet` || Water droplet || || `vgtBubble` || Underwater bubble || || `vgtSteam` || Steam cloud (when fire hits water) || || `vgtFire` || Small decorative/harmless flame || || `vgtSmoke` || Gray smoke cloud || || `vgtSmokeWhite` || White smoke cloud || == Explosion == || *Variable name* || *Short description* || || `vgtExplosion` || Small explosion (complete animation) || || `vgtBigExplosion` || Big explosion (complete animation which also makes screen shake) || || `vgtExplPart` || Small explosion particle, part of explosion animation || || `vgtExplPart2` || Another small explosion particle, part of explosion animation || || `vgtSmokeRing` || Smoke ring, part of explosion animation || == Weapons and projectiles == || *Variable name* || *Short description* || || `vgtNote` || Piano note || || `vgtBeeTrace` || Random colored flower (bee particle) || || `vgtEgg` || Broken egg shell particle || || `vgtFeather` || Birdy's feather || || `vgtSmokeTrace` || Strange smoke-like cloud from mortar || || `vgtEvilTrace` || Strange red cloud from hellish hand-grenade || || `vgtShell` || Bullet shell || || `vgtBulletHit` || Bullet impact animation || || `vgtLineTrail` || Straight shot line from e.g. desert eagle and the likes || == HUD == || *Variable name* || *Short description* || || `vgtCircle` || Simple circle. Highly configurable! || || `vgtNoPlaceWarn` || Overlay when the placement of something failed || || `vgtAmmo` || Briefly displays an ammo icon. Appears when collecting a crate || || `vgtSmoothWindBar` || Changes the wind bar smoothly || || `vgtHealthTag` || Hedgehog health tag || || `vgtSmallDamageTag` || Small damage tag after hog damage. || || `vgtSpeechBubble` || Speech bubble with text. Does not work in Lua. || == Misc. == || *Variable name* || *Short description* || || `vgtStraightShot` || Moving sprite, such as shots from desert eagle || || `vgtTeamHealthSorter` || Currently unused || = Detailed visual gear reference = Here you will find a (more or less) detailed references of the various possible values for the visual gears (for `SetVisualGearValues`). This is useful to customize your visual gears. This section is still under construction! == `vgtCircle` == A simple circle which doesn't move. It is one of the few visual gears which is not removed automatically. If you set `dX`, `dY` and `FrameTicks`, the circle pulsates in opacity. * `State`: Radius * `Timer`: Thickness * `dX`: Minimum opacity (0-255) * `dY`: Maximum opacity (0-255) * `FrameTicks`: ??? == `vgtAmmo` == Displays an ammo icon. * `Frame`: [AmmoType] ID of ammo to display == `vgtHealthTag` == A health tag for hedgehogs. But with a few changes, this is also useful to display arbitray numbers on the screen. * `State`: Number to display * `Angle`: Scale ratio. `1` = 100% * `Frame`: If `0`, it is part of the landscape. If non-zero, it will align to the screen instead * `Timer`: Expiration timer == `vgtSpeechBubble` == Displays a speech bubble. Use `HogSay` to spawn speech bubbles. * `FrameTicks`: Speech bubble type (`SAY_SAY`, `SAY_THINK` or `SAY_SHOUT`) == `vgtStraightShot` == Displays an arbitrary sprite which moves. A straight shot from a firearm like the Desert Eagle. The sprite it uses can be changed, so this can be used to display nearly every sprite. * `State`: ID of the custom sprite (use an ID from `Sprites`) * `FrameTicks`: ??? == `vgtLineTrail` == A straight line between two points which briefly fades out. As if a bullet has been fired. A `vgtLineTrail` has a start and an end point. The default `Timer` is too low so you must set it manually * `X`, `Y`: Start point of line * `dX`, `dY`: End point of line * `Timer`: Life time