Object ProgressiveLava { Unsigned FXID: e_FillSquare Unsigned Use: e_Automatic Unsigned Priority: e_RenderPriority_PreRendering Unsigned Sorting: BackgroundSort.ScreenColor Unsigned CTB: 255u * GAME.GameWaveCurve2 Unsigned CTG: 100u * 0x10000 Unsigned CTR: 10u * GAME.GameWaveCurve1 + 75u * 0x100 Unsigned CTI: 10u * GAME.GameWaveCurve0 + 10u * 0x1000000 Unsigned Color: This.CTR + This.CTG + This.CTB + This.CTI Vector TopLeft: v( 0,0,0.1 ) Vector BottomRight: v( 1,1,0.1 ) Float PosU: 0.0 ~ 0.005 - 0.0025 Float PosV: 0.0 ~ 0.005 - 0.0025 StateBlob 0u: { Criteria: Game.RenderEngine == e_RenderEngine_DX7 RenderTarget: Unsigned 0u, Unsigned e_BB_ProgressiveLava Texture: Unsigned 0u, Unsigned 0u, String "env_lava2.png" RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_CULLMODE , Unsigned e_D3DCULL_NONE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZFUNC , Unsigned e_D3DCMP_ALWAYS RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZWRITEENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ALPHABLENDENABLE, Unsigned e_TRUE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_FOGENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_LIGHTING , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_SRCBLEND , Unsigned e_D3DBLEND_SRCCOLOR RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_DESTBLEND , Unsigned e_D3DBLEND_INVSRCALPHA } } Object ProgressiveLavaAnim1 { Unsigned FXID: e_FillSquare Unsigned Use: e_Automatic Unsigned Priority: e_RenderPriority_PreRendering Unsigned Sorting: BackgroundSort.ScreenColor Float Intensity 0.9 ~ 1.0 * GAME.GamePrecipitationIntensity Unsigned CTB: 100u * This.Intensity Unsigned CTG: 255u * This.Intensity * 0x100 Unsigned CTR: 255u * This.Intensity * 0x10000 Unsigned CTI: 255u * 0x1000000 Unsigned Color: This.CTI + This.CTR + This.CTG + This.CTB Vector PosArray [4] v( 0.0, 0.0, 0.1 ) v( 0.8, 0.0, 0.1 ) v( 0.8, 0.8, 0.1 ) v( 0.0, 0.8, 0.1 ) Float Ctr This.Ctr + 0.01 % 1 Vector Pos v( 0,0,0.1 ) Vector Size v( 1,1,0 ) Vector TopLeft: This.Pos Vector BottomRight: This.Pos + This.Size Float PosU: 0 ~ 0.1 - 0.05 Float PosV: 0 ~ 0.1 - 0.05 StateBlob 0u: { Criteria: Game.RenderEngine == e_RenderEngine_DX7 RenderTarget: Unsigned 0u, Unsigned e_BB_ProgressiveLava Texture: Unsigned 0u, Unsigned 0u, String "stars01.png" RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_CULLMODE , Unsigned e_D3DCULL_NONE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZFUNC , Unsigned e_D3DCMP_ALWAYS RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZWRITEENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ALPHABLENDENABLE, Unsigned e_TRUE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_FOGENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_LIGHTING , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_SRCBLEND , Unsigned e_D3DBLEND_SRCALPHA RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_DESTBLEND , Unsigned e_D3DBLEND_ONE } } Object ProgressiveLavaAnim2 { Unsigned FXID: e_FillSquare Unsigned Use: e_Automatic Unsigned Priority: e_RenderPriority_PreRendering Unsigned Sorting: BackgroundSort.ScreenColor Float Intensity 0.9 ~ 0.99 * 0.45 Unsigned CTB: 50u * This.Intensity Unsigned CTG: 88u * This.Intensity * 0x100 Unsigned CTR: 255u * This.Intensity * 0x10000 Unsigned CTI: 255u * 0x1000000 Unsigned Color: This.CTI + This.CTR + This.CTG + This.CTB Vector PosArray [4] v( 0.0, 0.0, 0.1 ) v( 0.8, 0.0, 0.1 ) v( 0.8, 0.8, 0.1 ) v( 0.0, 0.8, 0.1 ) Float Ctr This.Ctr + 0.01 % 1 Vector Pos v( 0,0,0.1 ) Vector Size v( 1,1,0 ) Vector TopLeft: This.Pos Vector BottomRight: This.Pos + This.Size Float PosU: 0 ~ 0.2 - 0.1 Float PosV: 0 ~ 0.2 - 0.1 StateBlob 0u: { Criteria: Game.RenderEngine == e_RenderEngine_DX7 RenderTarget: Unsigned 0u, Unsigned e_BB_ProgressiveLava Texture: Unsigned 0u, Unsigned 0u, String "newsun_frame01.png" RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_CULLMODE , Unsigned e_D3DCULL_NONE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZFUNC , Unsigned e_D3DCMP_ALWAYS RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZWRITEENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ALPHABLENDENABLE, Unsigned e_TRUE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_FOGENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_LIGHTING , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_SRCBLEND , Unsigned e_D3DBLEND_DESTCOLOR RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_DESTBLEND , Unsigned e_D3DBLEND_ONE } } Object ProgressiveLavaAnim3 { Unsigned FXID: e_FillSquare Unsigned Use: e_Automatic Unsigned Priority: e_RenderPriority_PreRendering Unsigned Sorting: BackgroundSort.ScreenColor Float Intensity 0.9 ~ 1.0 * 0.3 Unsigned CTB: 100u * This.Intensity Unsigned CTG: 255u * This.Intensity * 0x100 Unsigned CTR: 255u * This.Intensity * 0x10000 Unsigned CTI: 255u * 0x1000000 Unsigned Color: This.CTI + This.CTR + This.CTG + This.CTB Vector PosArray [4] v( 0.0, 0.0, 0.1 ) v( 0.8, 0.0, 0.1 ) v( 0.8, 0.8, 0.1 ) v( 0.0, 0.8, 0.1 ) Float Ctr This.Ctr + 0.01 % 1 Vector Pos v( 0,0,0.1 ) Vector Size v( 1,1,0 ) Vector TopLeft: This.Pos Vector BottomRight: This.Pos + This.Size Float PosU: 0 ~ 0.008 - 0.004 Float PosV: 0 ~ 0.008 - 0.004 StateBlob 0u: { Criteria: Game.RenderEngine == e_RenderEngine_DX7 RenderTarget: Unsigned 0u, Unsigned e_BB_ProgressiveLava Texture: Unsigned 0u, Unsigned 0u, String "stars01.png" RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_CULLMODE , Unsigned e_D3DCULL_NONE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZFUNC , Unsigned e_D3DCMP_ALWAYS RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ZWRITEENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_ALPHABLENDENABLE, Unsigned e_TRUE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_FOGENABLE , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_LIGHTING , Unsigned e_FALSE RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_SRCBLEND , Unsigned e_D3DBLEND_SRCALPHA RenderState: Unsigned 0u, Unsigned e_D3DRENDERSTATE_DESTBLEND , Unsigned e_D3DBLEND_ONE } }