func InitEffect() { Sound("Fire::Fireball", false, 100, nil, nil, nil, 200); Sound("Fire::FuseLoop", false, 20, nil, 1, nil, 200); SetLightRange(30, 70); SetLightColor(RGB(100, 100, 255)); var snow = { R = 200, G = 200, B = 255, Alpha = PV_Linear(255, 0), Size = PV_Random(0, 2), CollisionVertex = 0, OnCollision = PC_Stop(), ForceX = PV_Random(-5, 5, 10), ForceY = PV_Gravity(100), DampingX = 900, DampingY = 900 }; trail_particles = { R = PV_Random(200, 255), G = PV_Random(200, 255), B = 255, Prototype = Particles_FireTrail(), Size = PV_Linear(10, 0), BlitMode = nil, Rotation = PV_Random(0, 360), BlitMode = GFX_BLIT_Additive }; CreateParticle("StarFlash", 0, 0, PV_Random(-30, 30), PV_Random(-30, 30), 100, snow, 100); }
global func Particles_Leaves() { return { Size = PV_Random(3, 6), Phase = PV_Linear(0, 7*5), Alpha = PV_KeyFrames(0, 0, 255, 900, 255, 1000, 0), CollisionVertex = 500, OnCollision = PC_Stop(), ForceX = PV_Wind(100), ForceY = PV_Gravity(40), DampingX = 975, DampingY = 975, Rotation = PV_Direction(PV_Random(750, 1250)), Attach = nil }; }