Column |
Explanation |
A:
Name |
This is the name of this effect.
This name is referenced in other csv files that need access
to an effect. |
B:
Particle File |
This is the name of the pcx file
for this effect. This file uses solid black as the alpha channel. |
C:
Alpha Start |
When an effect is played in the game, it slowly
disappears until completely invisible. This has nothing to
do with the alpha channel of solid black in the pcx file for
parts of the file that will never be seen. This value is between
255-0, with 255 meaning that the effect starts as completely
solid and 0 meaning completely invisible. We start most of
our effects at 225, meaning that they are semi transparent
when first appearing. If someone wanted to make the smoke
last longer, they could just set this value higher. |
D:
Alpha Step |
This is how must alpha the effect
will lose on every frame of the game. We set this value to
-1, meaning that the alpha will be decreased by 1 each frame
until it is completely invisible. |
E:
Scale Start |
This is the scale of the effect.
If a value of 0 is here, then the effect will be played at
the exact size that it exists in the file. This value is a
percentage meaing that if you put in 0.5, then the effect
will start at half size. |
F:
Scale Step |
This is how much the scale will change on each
frame. This value will be added to the current scale on each
frame to get the final scale of the effect. If you want the
effect to increase in size over time, then use a positive
number, if you want it to get smaller, use a negative number. |
G:
Gravity |
This sets the height of the effect
over time. If you use a positive number here, the effect will
rise each frame, a negative number will have it sink towards
the terrain. |
H:
Should the Particles Move |
This determines whether or not the
particle will move. Use a value of 1 to have the effect move,
a value of 0 will keep the effect in its original position. |
I:
Emitter Frames |
An emitter is a random bunch of
very small pixels that will explode out from the area of the
effect. These are randomly generated by the engine for this
amount of frames. We only use 1 frame for a small amount of
emitters, to get more just increase this number. |
J:
Should the emitter move |
This determines whether or not the
location of the emitter should move. The emitter being the
source from where the small pixels are generated. |
K:
Num Particles |
This is really the number of small
pixels that the emitter should generate each frame in which
they are being generated.. |
L:
Random Particle Velocity |
This is the speed that the small
pixels should move. I don't know how to compare it to speed
in the game, so just experiment until you get it looking like
you want it to. |