| 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. |
| 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
|