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Icebox Crystal Fx

Based on game build 714014 | Last updated: 2026-03-05

Overview​

icebox_crystal_fx is a lightweight visual-only prefab that renders an animation sequence to indicate an icebox crystal-related effect (e.g., activation or response). It uses a non-physical, non-simulated entity with an animation state and transform, primarily for display purposes. The entity plays a "pre" animation once, then transitions to a "loop" animation and is automatically removed after completion. It is only spawned on the master simulation to ensure consistent behavior.

Usage example​

This prefab is not intended to be added directly as a component; it is instantiated as a standalone entity. A typical usage pattern in mod code would be:

local inst = SpawnPrefab("icebox_crystal_fx")
if inst ~= nil then
inst.Transform:SetPosition(x, y, z)
end

The prefab handles its own lifecycle and automatically removes itself.

Dependencies & tags​

Components used: animstate, transform, network Tags: Adds FX; sets entity as pristine (non-persistent).

Properties​

No public properties.

Main functions​

Kill()​

  • Description: Initiates immediate termination of the effect. If not already scheduled, it schedules the "pst" (post) animation to play and then removes the entity after a short delay.
  • Parameters: None.
  • Returns: Nothing.

Events & listeners​

None identified.