Particles, Presets & Animated VFX
API status — PROPOSED, NOT IMPLEMENTED. SkCine is currently a design specification in this conversation; no built SkCine.jar or syntax registry was supplied. All SkCine-specific examples are intended API contracts, not verified runnable
.sk. Do not advertise these as tested until each example passes a real Skript reload and runtime test.
SkCine's effects library should make cinematic geometry available through concise Skript, with all heavy math and scheduling in Kotlin.
Proposed shapes
| Shape group | Presets |
|---|---|
| Linear | line, beam, ray, trail, arc |
| Planar | circle, ring, polygon, heart, star, wave |
| Volumetric | sphere, hemisphere, cone, cylinder, torus |
| Dynamic | spiral, helix, vortex, shockwave, burst |
| Styled | lightning path, portal, runes, magical circle |
Proposed APIs
play cine effect "golden-aura" at {_where} for player
set {_emitter} to new cine particle emitter "ring" at {_where}
set cine particle type of {_emitter} to flame
set cine emitter density of {_emitter} to 20
set cine emitter duration of {_emitter} to 2 seconds
add cine emitter {_emitter} to {_scene} at 1 second
The exact Skript aliases for particles must be finalized during parser testing.
Preset gallery
magic-circle, golden-aura, legendary-reveal, secret-reveal, portal-open, teleport, shockwave, meteor, smoke-burst, victory-confetti, energy-beam, boss-spawn, lightning-ring, ice-storm, level-up, item-ascend.
Configuration per effect
Each emitter must support shape, radius, orientation, particle type, count, interval, duration, speed, audience, quality profile and cancellation.
Safety & resource limits
Cap particles per viewer and per tick, not just per instance. Cull by distance and world. Effects may scale down cosmetically, but cannot suppress scene's critical gameplay callback. Avoid blocking heavy geometry generation on the tick thread.
Screen effects
Darkness, titles, flashes and overlays must be documented as native effects or approximations. Custom post-processing/true letterbox requires client support or resource packs; never promise vanilla pixel effects.