Value | Data type | Description |
---|---|---|
Name | String (max. 30 chars) | Name of the particle definition. This name is also used to refer to this particle type in scripts. |
Face | 4 integers | Target rectangle for the graphics within Graphics.png. See particle graphics. |
R = 200
) or use certain value provider functions (f.e. R = PV_Linear(200, 0)
). Available value provider functions are:
PV_Linear
PV_Direction
PV_Random
PV_Step
PV_Speed
PV_KeyFrames
PV_Wind
PV_Gravity
Name | Values | Description |
---|---|---|
R | 0 to 255 | Red part of the color modulation. |
G | 0 to 255 | Green part of the color modulation. |
B | 0 to 255 | Blue part of the color modulation. |
Alpha | 0 to 255 | Alpha part of the color modulation. |
Size | pixels | Size of the particle in pixels. |
Stretch | factor | The vertical stretch of the particle. 1000 equals no stretch. |
Phase | Index of phase | The displayed phase of the particle from the Graphics.png. The index starts at 0 and will be wrapped. |
Rotation | 0 to 360 | Rotation of the particle. |
ForceX | Integer | Force in x-direction that is constantly applied to the particle's speed. Can f.e. simulate wind. |
ForceY | Integer | Force in y-direction that is constantly applied to the particle's speed. Ca f.e. simulate gravity. |
DampingX | 0 to 1000 | Damping of the particle's speed in x-direction. 1000 means no damping, 0 means instant stop. |
DampingY | 0 to 1000 | Damping of the particle's speed in y-direction. 1000 means no damping, 0 means instant stop. |
BlitMode | 0 or GFX_BLIT_Additive | The particle's blit mode. Currently only additive blitting is supported. |
CollisionVertex | 0 to 1000 | The offset of the particle's hit point relative to its width. When set, the particle will collide with the landscape. 0 means the particle will collide with its center. |
CollisionDensity | Integer | The material density above which the particle will collide. This can be used to let the particle collide with liquids. By default, particles collide with solid material if the collision is enabled. Also see material definitions. |
OnCollision | PC_Die, PC_Bounce, PC_Stop | Defines what happens when the particle collides with the landscape. |
Attach | bit mask | Defines the attachment of the particles to the calling object. Can be a combination of ATTACH_Front, ATTACH_Back, and ATTACH_MoveRelative. For example ATTACH_Front | ATTACH_MoveRelative
|