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data/cues/

A cue: a sound or particle effect gameplay plays for clients, such as a hit, a footstep or an ability’s telegraph. Damage types, elements, effects, hooks and abilities name cues by key, and a key falls back to its nearest declared ancestor (x:cue.hit.blunt.big plays x:cue.hit.blunt when only that is declared). The cue’s entry says who receives it, how far it carries and what is dropped first over budget.

Registrymanifold:cue
Filesdata/cues/*.ron, *.update.ron, *.final.ron
Sidesboth: the server and every client load it, and the handshake’s data hash covers it
Readsnothing
ContractGameplay framework, data stage

Entry

A record, written Cue(..); the name before the parentheses is optional.

FieldTypeRequiredDefaultDescription
idstringyesThe cue’s key, <mod-id>:<name>; dots make fallback ancestors.
kindCueKindnoBurstA one-off burst, or a state that lasts while its source does.
particlestring or NonenononeA particle effect’s address.
soundstring or NonenononeA sound’s address (flagship:block/break).
audienceCueAudiencenoPublicWho receives it.
max_distancef32no48The farthest a client may be, in metres.
priorityCuePrioritynoNormalWhat is dropped first over budget.

Example

From game/flagship-game/data/cues/flagship.ron:

Cue(id: "flagship-game:cue.hit", sound: Some("flagship:block/break"), audience: Public, max_distance: 32.0)

Types

CueKind

A cue’s kind.

VariantWrittenDescription
BurstBurstPlays once.
PersistentPersistentLasts while its effect instance, telegraph or ability does.

CueAudience

Who receives a cue.

VariantWrittenDescription
PublicPublicEvery client in range.
PartyPartyThe involved players and their party members.
OwnerOwnerThe owner of the entity it plays on.
InvolvedInvolvedThe owners of the attacker and the target.

CuePriority

A cue’s priority over budget.

VariantWrittenDescription
CosmeticCosmeticDropped first.
NormalNormalThe usual.
EssentialEssentialNever dropped.