Lantern Tesla Fx
Based on game build 714014 | Last updated: 2026-03-05
Overview
lantern_tesla_fx.lua is a prefab generator that creates specialized, short-lived visual effect (FX) entities for the Tesla Lantern. It produces two variants: one for when the lantern is held and one for when it is placed on the ground. These FX entities are purely visual, possess no gameplay logic, and are removed automatically from the world when no longer needed. They utilize dynamic animations and bloom rendering to simulate the lantern's energetic glow and electrical effects.
Usage example
This component does not require manual usage — it is invoked internally by the game when the Tesla Lantern changes state (e.g., held vs. grounded). A typical workflow (e.g., as used elsewhere in the codebase) is:
-- Internally called to spawn FX variants:
local held_fx_prefab = require("prefabs/lantern_tesla_fx").held
local ground_fx_prefab = require("prefabs/lantern_tesla_fx").ground
local held_fx = TheWorld:SpawnPrefab(held_fx_prefab)
local ground_fx = TheWorld:SpawnPrefab(ground_fx_prefab)
Dependencies & tags
Components used: None identified.
Tags: Adds FX.
Properties
No public properties.
Main functions
MakeFX(suffix)
- Description: Returns a configured
Prefabfunction that spawns a visual FX entity. The suffix ("held"or"ground") determines the animation bank and playset. - Parameters:
suffix(string) — specifies the variant ("held"or"ground"), appended to the prefab name and animation string. - Returns: A
Prefabfunction ready for use byTheWorld:SpawnPrefab(). - Error states: None — this is a deterministic factory function.
Events & listeners
- Pushes: None — FX entities are not event-generators.
- Listens to: None — FX entities are passive and self-contained.