Lantern Crystal Fx
Based on game build 714014 | Last updated: 2026-03-05
Overview
This file defines two static prefabs (lantern_crystal_fx_ground and lantern_crystal_fx_held) that produce short-lived visual effects for lantern crystal interactions. These are non-persistent FX entities—created and immediately discarded—without logic or state beyond animation playback. They are typically used to visually indicate placement or pickup of lantern crystals in the world. Entities include transform, animstate, and network components, and are tagged with FX. They do not exist on the client only; they are fully replicated but marked non-persistent.
Usage example
-- Create a ground-based lantern crystal FX effect
local fx = Prefab("lantern_crystal_fx_ground")()
fx.Transform:SetPosition(x, y, z)
-- Create a held lantern crystal FX effect
local fx_held = Prefab("lantern_crystal_fx_held")()
fx_held.Transform:SetPosition(x, y, z)
Dependencies & tags
Components used: None identified.
Components added internally: transform, animstate, network.
Tags: Adds FX.
Properties
No public properties.
Main functions
KillFX(inst)
- Description: Removes the effect entity immediately. This is attached as a method (
inst.KillFX) to each instance during server-side construction, allowing external code to terminate the FX early if needed (e.g., on cancel or overwrite). - Parameters:
inst(Entity) — the effect instance. - Returns: Nothing.
Events & listeners
None identified.