effect_create_below DEPRECATED

This function creates a simple effect below all instances of your room (it is actually created at a depth of 50).

NOTE This function is deprecated. To create a particle effect at any depth or layer, you can use effect_create_depth or effect_create_layer instead.

The effect types ef_rain and ef_snow don't use the x/y position (although you must provide them). The size can be a value of 0, 1, or 2, where 0 is small, 1 is medium and 2 is large.

 

The available constants for the different particle kinds are: 

ConstantExampleDescription
ef_cloudcloud effect exampleAn effect that creates random cloud particles of varying sizes
ef_ellipseellipse effect exampleAn effect that creates expanding ellipses
ef_explosionexplosion effect exampleAn effect that creates expanding fading explosions
ef_fireworkfirework effect exampleAn effect that creates multiple small particles to generate a firework explosion
ef_flareflare effect exampleAn effect that generates a brilliant point that flares up and fades out
ef_rainrain effect exampleAn effect that generates rain particles coming down from the top of the screen
ef_ringcircle effect exampleAn effect that generates expanding and fading circles
ef_smokesmoke effect exampleAn effect that generates little puffs of smoke
ef_smokeuprising smoke effect exampleAn effect that creates a smoke plume that rises up the screen
ef_snowsnow effect exampleAn effect that generates multiple snow particles falling down the screen
ef_sparkspark effect exampleAn effect that generates a small spark
ef_starstar effect exampleAn effect that generates star particles

 

Syntax:

effect_create_below(kind, x, y, size, colour);

ArgumentTypeDescription
kindEffect Type ConstantThe kind of effect (use one of the constants listed above).
xRealThe x positioning of the effect if relevant.
yRealThe y positioning of the effect if relevant.
sizeRealThe size of the effect.
colourColourThe colour of the effect.

 

Returns:

N/A

 

Example:

if (speed > 0)
{
    effect_create_below(ef_smoke, x, y, 0, c_gray);
}

The above code will create a small puff of gray smoke every step that the instance speed is greater than 0 at the instance x,y coordinates.