Galactica/content/effects.toml

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[effect."small explosion"]
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sprite = "effect::explosion::small"
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lifetime = "inherit"
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size = 8.0
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size_rng = 1.6
angle_rng = 360
fade = 0.2
fade_rng = 0.1
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velocity.sticky = "parent"
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[effect."large explosion"]
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sprite = "effect::explosion::large"
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lifetime = "inherit"
size = 25.0
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size_rng = 5.0
angle_rng = 360
fade = 0.2
fade_rng = 0.1
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velocity.sticky = "parent"
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[effect."huge explosion"]
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sprite = "effect::explosion::huge"
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lifetime = "inherit"
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size = 50.0
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size_rng = 10.0
angle_rng = 360
fade = 0.2
fade_rng = 0.1
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velocity.sticky = "parent"
[effect."blue spark"]
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sprite = "effect::spark::blue"
lifetime = 0.5
lifetime_rng = 0.5
size = 4.0
size_rng = 2.0
angle_rng = 360
angvel_rng = 0.0
fade = 0.2
fade_rng = 0.1
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velocity.sticky = "parent"
[effect."yellow spark"]
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sprite = "effect::spark::yellow"
lifetime = "inherit"
size = 4.0
size_rng = 2.0
angle_rng = 360
angvel_rng = 0.0
fade = 0.2
fade_rng = 0.1
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velocity.sticky = "parent"
[effect."red spark"]
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sprite = "effect::spark::red"
lifetime = "inherit"
size = 4.0
size_rng = 1.0
angle_rng = 360
angvel_rng = 0.0
fade = 0.2
fade_rng = 0.1
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velocity.sticky = "parent"
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# Every effect has a parent, some effects have a target
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[effect."blaster impact"]
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sprite = "effect::blaster"
lifetime = "inherit" # number in seconds or inherit from sprite
lifetime_rng = 0.0 # Random variation of lifetime (up to this value)
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size = 3.0 # sprite size, in game units
size_rng = 1.0 # random size variation
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angle = 0.0 # absolute starting angle. always added to parent angle.
angle_rng = 0.0 # Starting angle randomness (up to this value)
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# Does not affect velocity, only sprite angle
angvel_rng = 0.0 # Angvel randomness, applied to angvel
angvel = 0.0 # Angular velocity at creation
# Total velocity is sum of parent + target velocities with scale applied
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velocity.scale_parent = 0.0 # Multiply velocity by this value
velocity.scale_parent_rng = 0.0 # random variation of scale
velocity.scale_target = 1.0
velocity.scale_target_rng = 1.0
velocity.direction_rng = 0.0 # Random variation of travel direction, in degrees, applied to velocity vector (/2 each side?)
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fade = 0.2
fade_rng = 0.1
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# TODO:
# effect probabilities & variants
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# sprite lifetime/fps variation (and effects inherit lifetime later)