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Display Particle Effect

Use Display Particle Effect on a compatible Player receiver.

Call Method → Target Object: Player or a compatible subtype → Choose Operation → Effects. Requires Dev access to configure, then a successful compile to activate.

Input Type Role Requirement Default / constraint
Particle Particle Value Required Required
Location Location Value Required Required
Additional Particle Effects Particle Value Optional; ordered plural group Omitted; see behavior below

Currently supports the Particle editor’s Void-data effects. One particle is played per supplied effect; the first is required and the optional final ordered group supports up to 256 total. Particle shape/animation and data-bearing particle authoring are not implemented.

Applies its behavior to the configured receiver; it does not create a separate value-result destination.

Block: Call Method
Operation: Display Particle Effect
Target Object: Player target in this plot
Particle: Particle: Flame
Location: Location A in the play area
Additional Particle Effects: (omit for this example)

Use this as an editor configuration: declare any Variables/collections first and choose real locations/eligible targets for your plot. It is not pasteable source code.

The receiver must satisfy the declared native capability and remain eligible for the running plot. Player actions require an appropriate Play participant; a Build/Dev player is not automatically eligible.

Runtime validation: Use 1–256 particle effects.

Runtime validation: This particle requires structured data that the Particle editor does not yet define.

Reference identifier: player.particle.