Lunaris VFX
Lunaris has a module for its own effects.
General framework
These are functions that Lunaris uses in its VFX module.
Calling the module
local Resources = game.ReplicatedStorage.ClassesResources.Lunaris
local LunarisFX = require(Resources.Scripts:WaitForChild("FXFunc"))
Visual effects
These functions are used to make visual effects.
LunarisFX.Glow
Creates a part with a mesh associated with it and tweens the part.
LunarisFX.Glow(User, Lunaris, Duration, Colors)
-- Example usage
Effects["AC4"] = function(User, FakeKF, Lunaris)
...
-- Colors is a table of pre-defined colors already set
LunarisFX.Glow(User, Lunaris, 1, Colors)
end
LunarisFX.AfterImage
Creates an .
LunarisFX.AfterImage(User, Colors, Duration, Lunaris)
-- Example usage
Effects["AC4"] = function(User, FakeKF, Lunaris)
...
-- Colors is a table of pre-defined colors already set
LunarisFX.AfterImage(User, Colors, .2, Lunaris)
end
LunarisFX.Spin
Creates cresent shape objects, usually around a player.
LunarisFX.Spin(User, Part, Size, Duration, Interval, Offset, Colors, Radian)
-- Example usage
Effects["AC4"] = function(User, FakeKF, Lunaris)
...
LunarisFX.Spin(
-- User
User,
-- Part where the shape will be created
User["HumanoidRootPart"],
-- Size of object
Vector3.new(12, 1, 12),
-- Duration
Duration,
-- Interval
.1,
-- Offset of shape
CFrame.new(0, 2, 0),
-- Colors is a table of pre-defined colors already set
Colors,
-- Rotation of shape in RADS
CFrame.Angles(0, 0, math.rad(2))
)
end
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