Addon ID

  • salmanshh_simple_spring

Info

Statistics

  • Download count203 total downloads
  • Latest download count 26 downloads of latest version
  • Average download count2 downloads per day average

Owners

A list of all Actions, Conditions and Expressions supported in this addon.

Colour Spring

  • Actions

    Constant Spring "{0}" property Colour to ({2}, {3}, {4}) in {1}, (Apply to Property: {5})

    Enable or update a constant colour spring, springing toward the given target each tick. New springs inherit the behavior's default stiffness, damping, and precision. Use the Settings ACE to override per spring. Use Pause/Stop playback ACEs to deactivate.

    Set colour spring "{0}" settings to stiffness {1}, damping {2}, precision {3}

    Set stiffness, damping, and precision for all three channels of a named colour spring.

    Set colour spring "{0}" settings from duration {1}s, precision {2}, bounce profile {3}

    Compute stiffness and damping so a colour spring settles in about the requested duration, with a selectable bounce profile.

    Spring colour "{0}" ({2}) from ({3}, {4}, {5}) to ({6}, {7}, {8}) in {1}, Apply to Property ({9})

    Combined colour spring action for current-to-target or from-to workflows with optional apply-to-properties.

  • Conditions

    Colour spring "{0}" has reached target

    True if all channels in the named colour spring have reached their targets.

    Colour spring "{0}" is animating

    True if any channel in the named colour spring is animating.

  • Expressions

    ColourBlue

    Get the current blue channel (0-255) of a named colour spring.

    ColourGreen

    Get the current green channel (0-255) of a named colour spring.

    ColourHex

    Get the current colour of a named spring as a #RRGGBB string.

    ColourRed

    Get the current red channel (0-255) of a named colour spring.

    ColourSpace

    Get the current colour space used by a named colour spring (rgb, hsl, or hsv).

Core Spring (DEPRECATED)

  • Actions

    (DEPRECATED) Add {0} to spring velocity

    Deprecated. Use 'Velocity: Add to named spring' in the Multi Spring category instead.

    (DEPRECATED) Reset spring to {0}

    Deprecated. Use the Multi Spring category to set a named spring's start value or recreate the spring instead.

    (DEPRECATED) Set always spring to target: {0} to {1} (mode: {2})

    Deprecated. Use 'Constant: Set spring' in the Multi Spring category instead.

    (DEPRECATED) Set always spring target to {0}

    Deprecated. Use 'Constant: Set spring' in the Multi Spring category instead.

    (DEPRECATED) Set damping to {0}

    Deprecated. Use 'Settings: Set spring' in the Multi Spring category instead.

    (DEPRECATED) Set enabled: {0}

    Deprecated. Enables or disables the entire behavior. There is no direct Multi Spring equivalent; use this only when you need to pause all springs on an object.

    (DEPRECATED) Set precision to {0}

    Deprecated. Use 'Settings: Set spring' in the Multi Spring category instead.

    (DEPRECATED) Set stiffness to {0}

    Deprecated. Use 'Settings: Set spring' in the Multi Spring category instead.

    (DEPRECATED) Set spring velocity to {0}

    Deprecated. Use 'Velocity: Set named spring' in the Multi Spring category instead.

    (DEPRECATED) Snap to target

    Deprecated. Use the Multi Spring Playback category to snap or clear a named spring instead.

    (DEPRECATED) Spring from {0} to {1}

    Deprecated. Use 'Start: Named spring' in the Multi Spring category instead.

    (DEPRECATED) Spring angle from {0} to {1}

    Deprecated. Use 'Start: Named spring' in the Multi Spring category with Angle mode instead.

    (DEPRECATED) Spring to {0} (mode: {1})

    Deprecated. Use 'Start: Named spring' in the Multi Spring category instead.

    (DEPRECATED) Stop spring at current value

    Deprecated. Use the Multi Spring Playback category to stop or clear a named spring instead.

  • Conditions

    (DEPRECATED) Has reached target

    Deprecated. Use 'Has spring reached target' in the Multi Spring category instead.

    (DEPRECATED) Is always spring enabled

    Deprecated. Use 'Is constant spring enabled' in the Multi Spring category instead.

    (DEPRECATED) Is animating

    Deprecated. Use 'Is spring animating' in the Multi Spring category instead.

    (DEPRECATED) Is enabled

    Deprecated. Checks if the entire behavior is enabled. There is no direct Multi Spring equivalent; use this only when you need the behavior-level enabled state.

    (DEPRECATED) On reached target

    Deprecated. Use 'On spring reached target' in the Multi Spring category instead.

    (DEPRECATED) On started

    Deprecated. Use 'On spring started' in the Multi Spring category instead.

    (DEPRECATED) On stopped

    Deprecated. Use 'On spring stopped' in the Multi Spring category instead.

  • Expressions

    AlwaysSpringTarget

    Deprecated. There is no direct Multi Spring expression replacement. Use 'Constant: Set spring' in the Multi Spring category to manage the target instead.

    Damping

    Deprecated. Use the Multi Spring category expression SpringDamping("id") instead.

    From

    Deprecated. Use the Multi Spring category expression SpringFrom("id") instead.

    Precision

    Deprecated. Use the Multi Spring category expression SpringPrecision("id") instead.

    Progress

    Deprecated. Use the Multi Spring category expression SpringProgress("id") instead.

    Stiffness

    Deprecated. Use the Multi Spring category expression SpringStiffness("id") instead.

    To

    Deprecated. Use the Multi Spring category expression SpringTo("id") instead.

    Value

    Deprecated. Use the Multi Spring category expression SpringValue("id") instead.

    Velocity

    Deprecated. Use the Multi Spring category expression SpringVelocity("id") instead.

Mesh Effects

  • Actions

    Start constant sway angle {0}, strength {1}, wavelength {2}, speed {3}, auto mesh {4}

    Start continuous sinusoidal sway. The mesh keeps swaying automatically each tick until Stop Constant Sway is called. Great for grass, plants, cloth, or flags.

    Directional bend angle {0}, strength {1}, radius {2}, falloff {3}, auto mesh {4}

    Bend the mesh toward a direction with stronger motion on the leading edge. Great for wind push, recoil lean, and directional impact anticipation.

    Impact trail wave at ({0}, {1}) angle {2}, strength {3}, wavelength {4}, trail width {5}, auto mesh {6}

    Create a directional banded wave from an impact path. Ideal for slash trails, dash wake distortion, and projectile fly-by pressure waves.

    Noise jitter burst at ({0}, {1}) strength {2}, radius {3}, falloff {4}, auto mesh {5}

    Apply randomized per-vertex impulse for electric shock, glitch hit, fear tremor, or explosion rattle, then spring back naturally.

    Apply mesh preset {0}, intensity {1}, center ({2}, {3}), angle {4}, auto mesh {5}

    Apply a pre-configured combination of mesh effects tuned for specific game feel scenarios. Each preset blends 2–4 effects together. Intensity scales all effect strengths proportionally.

    Punch at ({0}, {1}) strength {2}, radius {3}, falloff {4}, auto mesh {5}

    Blast all mesh vertices outward from a point, then spring back. Good for hit impacts, explosions, and shockwaves.

    Ripple at ({0}, {1}) strength {2}, wavelength {3}, decay {4}, auto mesh {5}

    Emit concentric rings of alternating push/pull from an origin point, like a stone dropped in water.

    Shockwave at ({0}, {1}) strength {2}, radius {3}, width {4}, auto mesh {5}

    Emit a ring-shaped outward blast that peaks at a set distance from the origin. Unlike Punch, the center is unaffected — only the ring is hit. Good for bomb blasts and sonic booms.

    Squash/stretch axis {0}, amount {1}, center ({2}, {3}), radius {4}, auto mesh {5}

    Squeeze the sprite along one axis and bow it out along the other, then spring back. Classic animation squash/stretch principle.

    Stop constant sway

    Stop the continuous sway. The mesh vertices spring back to rest naturally — OnMeshSettled fires when they come to a stop.

    Twist at ({0}, {1}) strength {2}, radius {3}, falloff {4}, auto mesh {5}

    Swirl the mesh around a pivot in a rotational motion, then spring back. Good for portal effects, magic circles, spin attacks, and tornado impacts.

    Wave angle {0}, strength {1}, wavelength {2}, auto mesh {3}

    Push parallel bands of vertices in alternating directions, like a flag rippling in wind. Vertices move perpendicular to the wave travel direction.

    Wobble angle {0}, strength {1}, auto mesh {2}

    Shear the mesh in a direction — one side pushes one way, the opposite side pushes back. Good for hit reactions, wind gusts, and attack wind-ups.

    Set auto mesh resolution to {0} × {1}

    Set the number of columns and rows used when Auto Mesh = Yes automatically creates a mesh. Higher values produce smoother, more detailed deformation at the cost of CPU. Default is 5×5. For subtle UI effects 4×4 is fine. For smooth squash/stretch on large sprites use 8×8 or higher.

  • Conditions

    Mesh sway is enabled

    True while constant sway is running. Use this to check whether sway was started before starting it again, or to branch logic when sway is active.

Mesh Setup

  • Actions

    Create mesh grid {0}x{1}

    Create or replace a mesh grid on the instance and initialize mesh spring state.

    Destroy mesh grid

    Destroy the mesh and clear all mesh spring state.

    Reset mesh offsets

    Reset all mesh point offsets and velocities back to rest.

    Set mesh damping to {0}

    Set mesh spring damping.

    Set mesh enabled to {0}

    Enable or disable mesh spring simulation.

    Set mesh precision to {0}

    Set mesh settle precision.

    Set mesh stiffness to {0}

    Set mesh spring stiffness.

Spring Values

  • Actions

    Add {1} to spring "{0}" velocity

    Add an impulse to a named spring's current velocity.

    Constant Spring "{0}" property Value to ({1})

    Enable or update a constant named spring, springing toward the given target each tick. New springs inherit the behavior's default stiffness, damping, and precision. Use the Settings ACE to override per spring. Use Pause/Stop playback ACEs to deactivate.

    Debug: Log active springs to console

    Output a table of currently active springs and state values to the browser console.

    Remove spring "{0}"

    Remove a named spring and its state. The legacy default spring is reset instead of removed.

    Set spring "{0}" settings to stiffness {1}, damping {2}, precision {3}

    Override stiffness, damping, and precision for a named spring. New springs inherit the behavior's default stiffness, damping, and precision set in the properties panel.

    Set spring "{0}" settings from duration {1}s, precision {2}, bounce profile {3}

    Compute stiffness and damping so a named spring settles in about the requested duration, with a selectable bounce profile.

    Set spring "{0}" velocity to {1}

    Set the current velocity of a named spring directly.

    Spring "{0}" ({1}) from {2} to {3} (mode: {4})

    Spring a named value from a start point to a target. New springs inherit the behavior's default stiffness, damping, and precision. Use the Settings ACE to override per spring.

  • Conditions

    On Spring "{0}" reached target

    True if the named spring has settled at its target.

    Spring "{0}" is running as a constant spring

    True if the named spring is running in constant (always-on) mode.

    Spring "{0}" is animating

    True if the named spring is currently animating.

    Is Spring "{0}" constant

    True if the named spring is currently configured as a constant spring.

    On spring "{0}" reached target

    Triggered when a named spring settles at its target. Leave the id empty to catch any spring.

    On spring "{0}" started

    Triggered when a named spring begins animating. Leave the id empty to catch any spring.

    On spring "{0}" stopped

    Triggered when a named spring is stopped or snapped. Leave the id empty to catch any spring.

  • Expressions

    SpringCount

    Get how many named springs currently exist on this behavior instance.

    SpringEventId

    Get recent spring event ids.

    SpringFrom

    Get the starting value of a named spring.

    SpringIdAt

    Get a spring id by zero-based index.

    SpringProgress

    Get progress from 0 to 1 for a named spring.

    SpringProperty

    Get stiffness, damping, or precision of a named spring.

    SpringTimeToTargetSeconds

    Estimate how long in seconds a named spring will take to settle at its target from its current state. Returns 0 if already settled or spring missing, or -1 if not settled within the simulation window.

    SpringTo

    Get the target value of a named spring.

    SpringValue

    Get the current value of a named spring.

    SpringVelocity

    Get the current velocity of a named spring.

Springs Playback

  • Actions

    Pause all springs

    Pause all active springs.

    Pause spring "{0}"

    Pause a spring by ID if it is active.

    Resume all springs

    Resume all paused springs.

    Resume spring "{0}"

    Resume a previously paused spring by ID.

    Stop all springs

    Stop and clear all springs.

    Stop spring "{0}"

    Clear a spring by ID.

Spring Angle

  • Actions

    Add {1} to transform angle spring "{0}" velocity

    Add angular velocity to a transform angle spring.

    Constant Spring angle "{0}" property Angle to ({1}), (Apply to Property: {2})

    Enable or update a constant angle spring, springing toward the given target each tick. New springs inherit the behavior's default stiffness, damping, and precision. Use the Settings ACE to override per spring. Use Pause/Stop playback ACEs to deactivate.

    Set angle spring "{0}" settings from duration {1}s, precision {2}, bounce profile {3}

    Compute stiffness and damping so an angle spring settles in about the requested duration, with a selectable bounce profile.

    Set transform angle spring "{0}" end value to {1}

    Overwrite the end value of a transform angle spring.

    Set transform angle spring "{0}" start value to {1}

    Overwrite the start value of a transform angle spring.

    Spring angle "{0}" from {1} to {2}, Apply to Property ({3})

    Combined angle spring action using explicit start and end values, with optional apply-to-properties.

  • Expressions

    TransformAngle

    Get the current sprung angle value for a transform angle spring.

Spring Position

  • Actions

    Add ({1}, {2}, {3}) to transform position spring "{0}" velocity

    Add a velocity impulse to a transform position spring.

    Constant Spring position "{0}" property Position to ({1}, {2}, {3}), (Apply to Property: {4})

    Enable or update a constant position spring, springing toward the given target each tick. New springs inherit the behavior's default stiffness, damping, and precision. Use the Settings ACE to override per spring. Use Pause/Stop playback ACEs to deactivate.

    Set position spring "{0}" settings from duration {1}s, precision {2}, bounce profile {3}

    Compute stiffness and damping so a position spring settles in about the requested duration, with a selectable bounce profile.

    Set transform position spring "{0}" end value to ({1}, {2}, {3})

    Overwrite the end value of a transform position spring.

    Set transform position spring "{0}" start value to ({1}, {2}, {3})

    Overwrite the start value of a transform position spring.

    Set transform spring "{0}" settings to stiffness "{1}", damping "{2}", precision "{3}"

    Set stiffness, damping, and precision for a transform spring.

    Spring position "{0}" from ({1}, {2}, {3}) to ({4}, {5}, {6}), Apply to Property ({7})

    Position spring action using explicit start and end values, including optional Z channel, with optional apply-to-properties.

  • Conditions

    {1} spring "{0}" has reached target

    True if the selected transform spring has reached its target.

    {1} spring "{0}" is animating

    True if the selected transform spring is currently animating.

  • Expressions

    TransformX

    Get the current sprung X value for a transform position spring.

    TransformY

    Get the current sprung Y value for a transform position spring.

    TransformZ

    Get the current sprung Z value for a transform position spring.

Spring Size

  • Actions

    Add ({1}, {2}) to transform size spring "{0}" velocity

    Add a velocity impulse to a transform size spring.

    Spring size "{0}" property Size to ({1} x {2}), (Apply to Property: {3})

    Enable or update a constant size spring, springing toward the given target each tick. New springs inherit the behavior's default stiffness, damping, and precision. Use the Settings ACE to override per spring. Use Pause/Stop playback ACEs to deactivate.

    Set size spring "{0}" settings from duration {1}s, precision {2}, bounce profile {3}

    Compute stiffness and damping so a size spring settles in about the requested duration, with a selectable bounce profile.

    Set transform size spring "{0}" end value to ({1}, {2})

    Overwrite the end value of a transform size spring.

    Set transform size spring "{0}" start value to ({1}, {2})

    Overwrite the start value of a transform size spring.

    Spring size "{0}" from ({1}, {2}) to ({3}, {4}), Apply to Property ({5})

    Size spring action using explicit start and end values, with optional apply-to-properties.

  • Expressions

    TransformDepth

    Get the current sprung depth value for a transform size spring.

    TransformHeight

    Get the current sprung height value for a transform size spring.

    TransformWidth

    Get the current sprung width value for a transform size spring.

Mesh State

  • Conditions

    Mesh has settled

    True if mesh motion is currently settled.

    Mesh is animating

    True if mesh points are currently animating.

    Mesh is enabled

    True if mesh spring simulation is enabled.

    Mesh is supported

    True if the attached instance supports mesh API operations.

    On mesh settled

    Triggered when mesh spring animation settles.

    On mesh started

    Triggered when mesh spring animation starts.

    On mesh unsupported

    Triggered when a mesh action is called on an instance that does not support mesh.

  • Expressions

    MeshCols

    Get current mesh column count.

    MeshEnergy

    Total kinetic + displacement energy across all mesh points. Returns 0 when the mesh is fully at rest. Use this to check whether the mesh is still animating e.g. trigger a sound or effect only while energy > 0.01.

    MeshOffsetXAtIndex

    Get mesh point X offset at index.

    MeshOffsetYAtIndex

    Get mesh point Y offset at index.

    MeshPointCount

    Get total mesh point count for Repeat loop workflows.

    MeshRows

    Get current mesh row count.