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- particlesystem "HolyValor" 1.00 {
- position = XYZ(0,0,0)
-
- eventsequence "Light1" {
- sourceblendmode = BLEND_LAMP
- loops = 1
- numparticles = 4
- gravity = XYZ(0,0,0)
- emitrate = 100
- emitradius = xyz(0,random(20,50),0)
- lifetime = 2
- texture = "effect\\particle\\flare.bmp"
- initial size = 80
- initial color = rgba(120,80,200,100)
- initial velocity = XYZ(0,0,0)
- fade so at 0.5 color = rgba(100,100,255,200)
- fade so final color = rgba(0,0,0,0)
- }
-
- eventsequence "smallParticle" {
- sourceblendmode = BLEND_LAMP
- loops = 1
- numparticles = 15
- delay = 0.2
- gravity = XYZ(0,0,0)
- emitrate = 40
- emitradius = xyz(random(-15,15),random(0,-20),random(-15,15))
- lifetime = 1
- texture = "effect\\particle\\star05b_01.bmp"
- initial size = 6
- initial color = rgba(255,255,255,255)
- initial velocity = XYZ(0,random(20,50),0)
- initial LocalAngleY = 0
- at 0.2 size = 35
- at 0.4 size = 20
- at 0.6 size = 35
- at 0.8 size = 20
- at 1.0 size = 35
- at 1.2 size = 20
- fade so final color = rgba(0,0,0,0)
- fade so final LocalAngleY = random(200,400)
- }
- eventsequence "smallParticle" {
- sourceblendmode = BLEND_LAMP
- loops = 1
- numparticles = 10
- delay = 0.5
- gravity = XYZ(0,0,0)
- emitrate = 30
- emitradius = xyz(random(-8,8),random(-5,5),random(-8,8))
- lifetime = 1.2
- texture = "effect\\particle\\star05B_01.bmp"
- initial size = 10
- initial color = rgba(255,255,255,255)
- initial velocity = XYZ(0,random(20,60),0)
- initial LocalAngleY = 0
- at 0.2 size = 10
- at 0.4 size = 5
- at 0.6 size = 10
- at 0.8 size = 5
- at 1.0 size = 10
- at 1.2 size = 5
- fade so final color = rgba(0,0,0,0)
- fade so final LocalAngleY = random(200,300)
- }
-
- eventsequence "faeries" {
- sourceblendmode = BLEND_LAMP
- particletype = TYPE_THREE
- numparticles = 2
- loops = 1
- delay = 0
- gravity = XYZ(0,0,0)
- emitrate = 60
- emitradius = xyz(0,17,0)
- lifetime = 2.8
- texture = "effect\\particle\\helmet01.bmp"
- initial size = 25
- initial sizeExt = 20
- initial LocalAngleY = 0
- initial color = rgba(40,40,40,40)
- fade so at 1.0 color = rgba(150,150,150,150)
- fade so at 2.0 color = rgba(255,255,255,255)
- fade so at 2.5 color = rgba(255,255,255,255)
- fade so at 2.8 color = rgba(0,0,0,0)
- at 0.0 velocity = xyz(0, 30, 0)
- at 1.2 velocity = xyz(0, 0, 0)
- //fade so final color = rgba(0,0,0,0)
- }
-
- eventsequence "DownLight" {
- sourceblendmode = BLEND_LAMP
- particletype = TYPE_TWO
- loops = 1
- numparticles = 1
- gravity = XYZ(0,0,0)
- emitrate = 3
- emitradius = xyz(0,0,0)
- lifetime = 1000
- texture = "effect\\particle\\light1.bmp"
- initial size = 60
- initial color = rgba(120,80,80,80)
- initial velocity = XYZ(0,0,0)
- fade so at 1.0 color = rgba(150,100,150,200)
- fade so at 2.0 color = rgba(100,50,100,150)
- fade so at 3.0 color = rgba(150,100,150,200)
- at 3 eventtimer = 1.0
- fade so at 6.0 color = rgba(0,0,0,0)
- }
-
- eventsequence "MiddleLight" {
- sourceblendmode = BLEND_LAMP
- loops = 1
- numparticles = 1
- gravity = XYZ(0,0,0)
- emitrate = 50
- emitradius = xyz(0,17,0)
- lifetime = 1000
- texture = "effect\\particle\\flare.bmp"
- initial size = 70
- initial color = rgba(160,100,200,200)
- initial velocity = XYZ(0,0,0)
- fade so at 1 color = rgba(160,110,220,255)
- fade so at 2 color = rgba(140,90,200,200)
- fade so at 3 color = rgba(160,110,220,255)
- at 3 eventtimer = 1
- fade so at 6.0 color = rgba(0,0,0,0)
- }
-
- eventsequence "Down1" {
- sourceblendmode = BLEND_LAMP
- particletype = TYPE_TWO
- loops = 1
- numparticles = 1
- gravity = XYZ(0,0,0)
- emitrate = 100
- emitradius = xyz(0,0,0)
- lifetime = 1000
- texture = "effect\\particle\\DrasticSpirit_down.bmp"
- initial size = 30
- initial color = rgba(50,50,50,50)
- initial velocity = XYZ(0,0,0)
- initial partAngleY = 0
- fade so at 1.0 size = 35
- fade so at 2.0 size = 34
- fade so at 3.0 size = 35
- at 3 eventtimer = 1.0
- fade so at 3.1 color = rgba(255,255,255,255)
- fade so at 4.0 color = rgba(200,200,200,200)
- fade so at 5.0 color = rgba(0,0,0,0)
-
- fade so at 4.0 size = 35
- at 5.0 size = 35
- fade so final partAngleY = 50
- }
-
- eventsequence "Down2" {
- sourceblendmode = BLEND_LAMP
- particletype = TYPE_TWO
- loops = 1
- numparticles = 1
- gravity = XYZ(0,0,0)
- emitrate = 100
- emitradius = xyz(0,0,0)
- lifetime = 1000
- texture = "effect\\particle\\DrasticSpirit_down2.bmp"
- initial size = 30
- initial color = rgba(0,0,0,0)
- initial velocity = XYZ(0,0,0)
- initial partAngleY = 0
- fade so at 1.0 size = 35
- fade so at 2.0 size = 34
- fade so at 3.0 size = 35
- fade so at 1.0 color = rgba(250,220,220,200)
- fade so at 2.0 color = rgba(0,0,0,0)
- fade so at 3.0 color = rgba(250,220,220,200)
- fade so at color
- at 3 eventtimer = 1.0
- fade so at 3.1 color = rgba(255,220,220,200)
- fade so at 4.0 color = rgba(200,180,180,170)
- fade so at 5.0 color = rgba(0,0,0,0)
- fade so at 4.0 size = 35
- at 5.0 size = 35
- fade so final partAngleY = 50
- }
- }