Add effect template for GTA V Chaos Mod effects

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2026-01-17 21:27:51 +00:00
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# effect_template.lua
A minimal template for creating new GTA V Chaos Mod effects. Use this file as the starting point for all future effect scripts.
## Purpose
Provide a consistent structure and common conventions (metadata, configuration, initialization, per-tick logic, and cleanup) so effects are easy to read, maintain, and extend.
## Usage
Copy the `effect_template.lua` file into your effects directory, change as needed and rename it for the new effect.
## Editing checklist
- Update metadata (name, description, author, toggle key, priority).
- Set configurable parameters (duration, intensity, cooldown).
- Add comments for any non-obvious behavior.
## Conventions
- Use clear, consistent naming for variables and functions.
- Keep per-tick work minimal to avoid performance issues.
- Restore all modified game state(s) in `OnStop()`.
## Updates
- This script template will get minimal updates for additional function or changes.

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-- Short coherent template for a Chaos Mod effect.
-- Edit the fields below to describe the effect and adjust timing/weighting.
-- Full reference: https://github.com/gta-chaos-mod/ChaosModV/wiki/Lua-Scripting
EffectInfo = { -- ScriptInfo for mod version < 2.0
Name = "Template Effect",
EffectId = "effect_template", -- ScriptId for mod version < 2.0, must be unique
Description = "A short one-line description of what this effect does.",
TimedType = "Normal", -- None, Normal, Short, Permanent, or "Custom"
-- CustomTime = 10, -- (seconds) only if TimedType = "Custom"
WeightMultiplier = 1, -- Relative probability of being chosen
HideRealNameOnStart = false, -- true to hide the effect's real name when it starts
EffectCategory = "None", -- Optional category
EffectGroup = "", -- Optional grouping (leave empty if unused)
IncompatibleIds = {
-- Example: "other_effect_id", -- add EffectIds that cannot run simultaneously
}
}
-- Called once when the effect starts
function OnStart()
print("[effect_template] OnStart: " .. ((EffectInfo and EffectInfo.Name) or "unknown"))
-- Initialize effect state here (e.g. set timers, spawn helpers)
end
-- Called once when the effect stops/ends
function OnStop()
print("[effect_template] OnStop: " .. ((EffectInfo and EffectInfo.Name) or "unknown"))
-- Cleanup state here (e.g. remove entities, clear timers)
end
-- Called every game tick while the effect is active
function OnTick()
-- Keep this lightweight. Use this for per-frame checks or gradual changes.
end
-- Add custom helper functions below.