Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,34 @@
; Random position offset settings:
; max_offset - Magnitude for anomaly offset from smart terrain center (float, meters) (x=east, y=up, z=north)
; max_tries - Maximum number of iterations to try generating a spawn position before aborting (int)
[location_offset]
max_offset_x = 35
max_offset_y = 0
max_offset_z = 35
max_tries = 64
; Levels dynamic anomalies can spawn on (allowable smart terrains for each level must be declared below):
; Unused
[anomaly_levels]
k00_marsh
k01_darkscape
l01_escape
l02_garbage
l03_agroprom
l04_darkvalley
l05_bar
l06_rostok
l07_military
l08_yantar
l09_deadcity
l10_limansk
l10_radar
l10_red_forest
l11_pripyat
l12_stancia
l12_stancia_2
zaton
jupiter
pripyat
k02_trucks_cemetery
@@ -0,0 +1,75 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_mine_blast
zone_mine_net
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
jup_a9
; jup_b8_smart_terrain
; jup_b47
jup_b208
jup_b209
jup_b212
jup_sim_1
jup_sim_2
jup_sim_3
jup_sim_4
jup_sim_6
jup_sim_7
jup_sim_8
jup_sim_10
jup_sim_11
jup_sim_13
jup_sim_14
jup_sim_15
jup_sim_16
jup_sim_17
jup_sim_18
jup_sim_19
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
jup_b8_smart_terrain
jup_b47
@@ -0,0 +1,45 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_ghost
zone_mine_point
zone_mine_gold
zone_mine_blast
zone_mine_radar
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
pas_b400_canalisation
pas_b400_downstairs
pas_b400_elevator
pas_b400_fake
pas_b400_hall
pas_b400_track
pas_b400_tunnel
pas_b400_way
@@ -0,0 +1,60 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 35
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
zone_mine_vapour
zone_mine_flash
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_green_dragon
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
mar_smart_terrain_3_7
mar_smart_terrain_3_10
mar_smart_terrain_4_7
mar_smart_terrain_6_4
mar_smart_terrain_6_7
mar_smart_terrain_6_8
mar_smart_terrain_6_10
; mar_smart_terrain_6_11
mar_smart_terrain_7_7
mar_smart_terrain_8_4
mar_smart_terrain_8_8
mar_smart_terrain_10_7
mar_smart_terrain_10_10
mar_smart_terrain_11_3
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
mar_smart_terrain_6_11
@@ -0,0 +1,53 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 42
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_green_dragon
zone_mine_springboard
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
ds_boars_nest
ds_grverfer2
ds_kem1
ds_kem3
ds_ptr
ds_ptr2
ds_ptr3
ds_ptr4
ds2_st_dogs
ds2_st_hoofs
@@ -0,0 +1,58 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_gold
zone_mine_radar
zone_mine_sphere
zone_mine_blast
zone_mine_point
zone_mine_net
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
trc_sim_5
trc_sim_8
trc_sim_9
trc_sim_11
trc_sim_13
trc_sim_14
trc_sim_15
trc_sim_16
trc_sim_19
trc_sim_21
@@ -0,0 +1,60 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 25
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_blast
zone_mine_vortex
zone_mine_springboard
zone_mine_sphere
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
; zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
; zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
; esc_smart_terrain_1_11
esc_smart_terrain_2_14
esc_smart_terrain_3_7
esc_smart_terrain_4_9
esc_smart_terrain_4_11
; esc_smart_terrain_5_2
esc_smart_terrain_5_4
esc_smart_terrain_5_6
esc_smart_terrain_5_12
; esc_smart_terrain_6_6
esc_smart_terrain_8_9
esc_smart_terrain_8_10
esc_smart_terrain_9_7
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
esc_smart_terrain_1_11
esc_smart_terrain_5_2
esc_smart_terrain_6_6
@@ -0,0 +1,60 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_ghost
zone_mine_springboard
zone_mine_sphere
zone_mine_green_dragon
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
gar_smart_terrain_2_4
gar_smart_terrain_4_2
gar_smart_terrain_4_5
gar_smart_terrain_5_4
gar_smart_terrain_5_5
gar_smart_terrain_5_6
gar_smart_terrain_6_1
; gar_smart_terrain_6_3
gar_smart_terrain_6_6
gar_smart_terrain_6_7
gar_smart_terrain_7_4
gar_smart_terrain_8_5
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
gar_smart_terrain_6_3
@@ -0,0 +1,64 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_blast
zone_mine_net
zone_mine_ghost
zone_mine_gold
zone_mine_sphere
zone_mine_point
zone_mine_springboard
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
agr_smart_terrain_1_2
agr_smart_terrain_1_3
agr_smart_terrain_2_2
; agr_smart_terrain_4_4_near_1
; agr_smart_terrain_4_4_near_2
; agr_smart_terrain_4_4_near_3
agr_smart_terrain_4_6
agr_smart_terrain_5_2
agr_smart_terrain_5_3
agr_smart_terrain_5_7
agr_smart_terrain_6_4
agr_smart_terrain_7_5
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
agr_smart_terrain_4_4_near_1
agr_smart_terrain_4_4_near_2
agr_smart_terrain_4_4_near_3
@@ -0,0 +1,40 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_ghost
zone_mine_point
zone_mine_darkness
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
;zone_mine_electric_average
;zone_mine_electric_strong
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
agr_u_bandits
agr_u_bloodsucker
agr_u_bloodsucker_2
agr_u_monsters
agr_u_soldiers
@@ -0,0 +1,58 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_net
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_green_dragon
zone_mine_sphere
zone_mine_blast
zone_mine_point
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
val_smart_terrain_3_0
val_smart_terrain_5_10
val_smart_terrain_6_4
val_smart_terrain_6_5
val_smart_terrain_7_8
val_smart_terrain_8_7
val_smart_terrain_8_9
val_smart_terrain_9_2
val_smart_terrain_9_6
val_smart_terrain_9_10
@@ -0,0 +1,43 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_darkness
zone_mine_radar
; zone_mine_blast
zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
dar_angar
dar_control_poltergeist
dar_poltergeist_ring
dar_poltergeist_tele
dar_poltergeist_tele_round
dar_smart_snork
@@ -0,0 +1,45 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 20
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_net
zone_mine_springboard
zone_mine_blast
zone_mine_point
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
bar_zastava_dogs_lair
bar_zastava_dogs_lair_2
@@ -0,0 +1,54 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 20
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_radar
zone_mine_blast
zone_mine_point
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
ros_smart_monster4
ros_smart_monster5
; ros_smart_monster7
ros_smart_poltergeist2
ros_smart_snork1
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
ros_smart_monster7
@@ -0,0 +1,50 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_radar
zone_mine_point
zone_mine_mefistotel
zone_mine_sphere
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
mil_smart_terrain_2_1
mil_smart_terrain_4_2
mil_smart_terrain_4_3
mil_smart_terrain_4_7
mil_smart_terrain_8_3
@@ -0,0 +1,59 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 20
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_mefistotel
zone_mine_radar
zone_mine_gold
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
yan_smart_terrain_1_6
yan_smart_terrain_2_5
yan_smart_terrain_4_2
yan_smart_terrain_4_4
yan_smart_terrain_4_5
; yan_smart_terrain_5_3
; yan_smart_terrain_5_5
yan_smart_terrain_6_2
; yan_smart_terrain_snork_u
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
yan_smart_terrain_5_3
yan_smart_terrain_5_5
yan_smart_terrain_snork_u
@@ -0,0 +1,45 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_darkness
zone_mine_radar
zone_mine_blast
zone_mine_ghost
zone_mine_point
; zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
;Determines the smarts around which anomalies will be created
[available_smarts]
x162_st_burer
x162_st_gigant
x162_st_poltergeist
x162_st_snork
@@ -0,0 +1,46 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 25
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_radar
zone_mine_point
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
cit_kanaliz2
cit_kanaliz1
cit_killers_vs_bandits
@@ -0,0 +1,57 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 20
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
; lim_smart_terrain_4
; lim_smart_terrain_6
lim_smart_terrain_8
lim_smart_terrain_9
lim_smart_terrain_10
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
lim_smart_terrain_4
lim_smart_terrain_6
@@ -0,0 +1,65 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 16
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_flash
zone_mine_ghost
zone_mine_radar
zone_mine_point
zone_mine_darkness
zone_mine_sphere
zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
; rad_after_valley
rad_rusty_forest_center
; rad_bloodsucker
rad_pseudodogs
rad_snork1
rad_snork2
rad_valley
; rad_valley_dogs
rad_zombied1
rad_zombied2
; rad2_loner_0000
rad2_loner_0001
; rad2_loner_0002
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
rad_bloodsucker
; rad_pseudodogs
; rad_snork1
rad_valley_dogs
rad_after_valley
rad2_loner_0000
rad2_loner_0002
@@ -0,0 +1,59 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 30
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_ghost
zone_mine_mefistotel
zone_mine_radar
zone_mine_point
zone_mine_darkness
zone_mine_sphere
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
red_smart_terrain_3_1
; red_smart_terrain_3_2
red_smart_terrain_3_3
red_smart_terrain_4_3
red_smart_terrain_4_5
red_smart_terrain_5_5
red_smart_terrain_5_6
red_smart_terrain_6_3
red_smart_terrain_6_6
red_smart_terrain_monsters_2
red_smart_terrain_monsters_3
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
red_smart_terrain_3_2
@@ -0,0 +1,28 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 1
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_darkness
zone_mine_radar
; zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
bun2_st_bloodsucker
bun2_tushkano_lair
bun_krovosos_nest
@@ -0,0 +1,42 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 3
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_point
zone_mine_darkness
zone_mine_radar
zone_mine_blast
zone_mine_vortex
zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
;Determines the smarts around which anomalies will be created
[available_smarts]
katacomb_smart_terrain
@@ -0,0 +1,55 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 20
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_darkness
zone_mine_springboard
zone_mine_mefistotel
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
pri_smart_bloodsucker_lair1
pri_smart_controler_lair1
pri_smart_controler_lair2
pri_smart_giant_lair1
pri_smart_monster_lair1
pri_smart_pseudodog_lair1
pri_smart_snork_lair1
pri_smart_snork_lair2
pri_smart_tushkano_lair1
@@ -0,0 +1,46 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 42
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
zone_mine_flash
zone_mine_ghost
zone_mine_mefistotel
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_mine_darkness
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
aes_smart_terrain_monsters1
aes_smart_terrain_monsters2
aes_smart_terrain_monsters3
aes_smart_terrain_monsters4
aes_smart_terran_soldier2
@@ -0,0 +1,47 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 42
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
zone_mine_flash
zone_mine_ghost
zone_mine_mefistotel
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_mine_darkness
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
aes2_monolith_camp1
aes2_monolith_camp2
aes2_monolith_camp3
aes2_monolith_camp4
aes2_monsters1
aes2_monsters2
@@ -0,0 +1,44 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 25
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
zone_mine_flash
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_mine_darkness
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
gen_smart_terrain_urod
gen_smart_terrain_forest
gen_smart_terrain_junk
gen_smart_terrain_military
gen_smart_terrain_cemetery
@@ -0,0 +1,37 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_ghost
zone_mine_point
zone_mine_darkness
zone_mine_radar
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
;zone_mine_electric_average
;zone_mine_electric_strong
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
lx8_smart_terrain
@@ -0,0 +1,58 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 20
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_springboard
zone_mine_darkness
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
pri_a21_smart_terrain
pri_a22_smart_terrain
pri_a25_smart_terrain
pri_b301
pri_b303
pri_b304
pri_sim_3
pri_sim_5
pri_sim_8
pri_sim_9
pri_sim_10
pri_sim_11
pri_sim_12
@@ -0,0 +1,58 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 16
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_vortex
zone_mine_springboard
zone_mine_blast
zone_mine_ghost
zone_mine_point
zone_mine_gold
zone_mine_flash
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
; zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
prom_15
; prom_8
; prom_6
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
prom_12
prom_11
prom_14
prom_13
prom_7
prom_1
prom_2
@@ -0,0 +1,47 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 13
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_ghost
zone_mine_gold
zone_mine_sphere
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
pol_smart_terrain_1_1
pol_smart_terrain_2_2
pol_sim_1
@@ -0,0 +1,80 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_radar
zone_mine_point
zone_mine_sphere
zone_mine_green_dragon
zone_mine_blast
zone_mine_net
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
zat_a23_smart_terrain
zat_b28
zat_b33
zat_b38
zat_b42_smart_terrain
zat_b100
zat_b106_smart_terrain
zat_sim_1
zat_sim_2
zat_sim_3
zat_sim_4
zat_sim_5
zat_sim_6
zat_sim_7
zat_sim_8
zat_sim_9
zat_sim_11
zat_sim_12
zat_sim_14
zat_sim_15
zat_sim_16
zat_sim_17
zat_sim_18
zat_sim_21
zat_sim_22
zat_sim_23
zat_sim_24
zat_sim_25
zat_sim_26
zat_sim_27
zat_sim_30
@@ -0,0 +1,23 @@
[dbg_increase_thirst_sleep]
eat_sleepiness = 0.1
eat_thirstiness = 0.1
[dbg_decrease_thirst_sleep]
eat_sleepiness = -0.1
eat_thirstiness = -0.1
[dbg_increase_thirst_sleep_small]
eat_sleepiness = 0.01
eat_thirstiness = 0.01
[dbg_decrease_thirst_sleep_small]
eat_sleepiness = -0.01
eat_thirstiness = -0.01
[dbg_increase_thirst_sleep_very_small]
eat_sleepiness = 0.001
eat_thirstiness = 0.001
[dbg_decrease_thirst_sleep_very_small]
eat_sleepiness = -0.001
eat_thirstiness = -0.001
@@ -0,0 +1,342 @@
[postprocess_base]
pp_eff_name = radiation.ppe
duality_h = .015
duality_v = .015
blur = 1
gray = .0
noise = .01
noise_scale = 1
noise_color = 255,255,255,70
[postprocess_anomaly]
pp_eff_name = radiation.ppe
duality_h = 0
duality_v = 0
blur = 1
gray = .7 ;.9
noise = .2 ;.5
noise_scale = 1
noise_color = 155,155,155,70
;-------------------------------------------------------------------------------
; New zone postprocess
;-------------------------------------------------------------------------------
[postprocess_steam_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = steam_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_acidic]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_acidic_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_thermal]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_thermal_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_rad]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = radiation.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_psi]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = psi.ppe
radius_min = 0.3
radius_max = 1.0
[psy_antenna]
pp_eff_name = psi.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
radius_min = 0.3
radius_max = 1.0
[postprocess_death]
pp_eff_name = death.ppe
radius_min = 0.5
radius_max = 1.1
[postprocess_flame]
pp_eff_name = flame.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_fuzz]
pp_eff_name = fuzz.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_gravi]
pp_eff_name = gravi.ppe
radius_min = 0.8
radius_max = 1.4
[postprocess_gravi_mine]
pp_eff_name = gravi_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_electra]
pp_eff_name = electra.ppe
radius_min = 0.5
radius_max = 0.9
[postprocess_electra_mine]
pp_eff_name = electra_mine.ppe
radius_min = 0.3
radius_max = 1.0
[mosquito_bald]
pp_eff_name = mosquito_bald.ppe
radius_min = 0.2
radius_max = 2.7
[postprocess_gas]
pp_eff_name = alcohol.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_new]
pp_eff_name = radiation.ppe
radius_min = 0.5
radius_max = 1.1
;-------------------------------------------------------------------------------
[effector_alcohol]
pp_eff_name = alcohol.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
[alcohol]
pp_eff_name = alcohol.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 0
[effector_explode_hit]
cam_eff_cyclic = 0
cam_eff_name = camera_effects\shell_shock.anm
cam_eff_hud_affect = true
[effector_fire_hit]
pp_eff_name = fire_hit.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_cyclic = 0
[effector_fire_hit_0]:effector_fire_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_fire_hit_1]:effector_fire_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_fire_hit_2]:effector_fire_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_fire_hit_3]:effector_fire_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_fire_hit_4]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_fire_hit_5]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_fire_hit_6]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_fire_hit_7]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_right.anm
[snd_shock_effector]
;pp_eff_name = duality_circle.ppe
pp_eff_name = snd_shock.ppe
pp_eff_overlap = true
pp_eff_cyclic = 1
[effector_controller_aura]
pp_eff_name = controller_hit.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
[effector_blink_black]
pp_eff_name = blink_black.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
[effector_controller_aura2]:effector_alcohol
pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit]
;pp_eff_name = fire_hit.ppe ; no postprocess
;pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit_0]:effector_monster_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_monster_hit_1]:effector_monster_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_monster_hit_2]:effector_monster_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_monster_hit_3]:effector_monster_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_monster_hit_4]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_monster_hit_5]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_monster_hit_6]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_monster_hit_7]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_right.anm
;-------------------------------------------------------------------------------
; Nightvision postprocess
;-------------------------------------------------------------------------------
[effector_nightvision_1]
pp_eff_name = nightvision_1.ppe
pp_eff_overlap = false
pp_eff_cyclic = 1
[effector_nightvision_2]
pp_eff_name = nightvision_2.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[effector_nightvision_3]
pp_eff_name = nightvision_3.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
;-------------------------------------------------------------------------------
; Äåòåêò íàñ ïîëòåðãåéñòàìè
;-------------------------------------------------------------------------------
[poltergeist_detection_effector]
pp_eff_name = poltergeist_scan.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
[_actor_death_effector]
pp_eff_name = actor_death.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
snd = characters_voice\human_01\dolg\help\wounded_heavy\help_8
[brighten]
pp_eff_name = brighten.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
; Fade
;-------------------------------------------------------------------------------
[fade_in]
pp_eff_name = fade_in.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_in_out]
pp_eff_name = fade_in_out.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[black]
pp_eff_name = black.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[blink]
pp_eff_name = blink.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_to_black_9_sec]
pp_eff_name = fade_to_black_9_sec.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[agr_u_fade]
pp_eff_name = agr_u_fade.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
;-------------------------------------------------------------------------------
; Brain Scorcher
;-------------------------------------------------------------------------------
[effector_radar_stop]
;pp_eff_name = radar_stop.ppe
;pp_eff_cyclic = 0
cam_eff_name = camera_effects\radar_stop.anm
cam_eff_cyclic = 0
;-----------------------------------------
[extra_controller]
pp_eff_name = psychic.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
radius_min = 0.3
radius_max = 1.0
[anti_aim_effector]
cam_eff_name = camera_effects\pripyat_horror.anm
cam_eff_cyclic = 0
;Eugenium Hazardous Anomalies
[postprocess_orange]
pp_eff_name = mine_orange.ppe
radius_min = 0.3
radius_max = 1.0
@@ -0,0 +1,164 @@
<?xml version="1.0" encoding="windows-1251" ?>
<string_table>
<string id="zone_mine_radar_section_name">
<text>Radar</text>
</string>
<string id="zone_mine_darkness_section_name">
<text>Darkness</text>
</string>
<string id="zone_mine_flash_section_name">
<text>Flash</text>
</string>
<string id="zone_mine_ghost_section_name">
<text>Ghost</text>
</string>
<string id="zone_mine_gold_section_name">
<text>Liquid Gold</text>
</string>
<string id="zone_mine_green_dragon_section_name">
<text>Green Dragon</text>
</string>
<string id="zone_mine_mefistotel_section_name">
<text>Mephistopheles</text>
</string>
<string id="zone_mine_net_section_name">
<text>Net</text>
</string>
<string id="zone_mine_point_section_name">
<text>Ball Lightning</text>
</string>
<string id="zone_mine_sphere_section_name">
<text>Rebounder</text>
</string>
<string id="encyclopedia_anomalies_radar">
<text>Radar</text>
</string>
<string id="encyclopedia_anomalies_radar_text">
<text>
• Name: %c[d_cyan]Radar%c[ui_gray_1]
\n• Type: %c[d_orange]Psionic
\n \n%c[pda_green]Information%c[ui_gray_1]
\nA localized breach in the Noosphere. It emits a weak psionic aura, severely harming the mental health of anyone staying within its vicinity, by scrambling their brain wave frequencies. Unlike regular psi-fields, stalkers tend to avoid these anomalies entirely, since their influence bypasses any conventional means of psionic protection, affecting the victim's mind directly.
</text>
</string>
<string id="encyclopedia_anomalies_darkness">
<text>Darkness</text>
</string>
<string id="encyclopedia_anomalies_darkness_text">
<text>
• Name: %c[d_cyan]Darkness%c[ui_gray_1]
\n• Type: %c[d_orange]Psionic
\n \n%c[pda_green]Information%c[ui_gray_1]
\nA terrifying and deadly anomalous formation of unknown origin, affecting the mind of any sentient being within its vicinity. It resembles a cluster of moving shadows. There are rumours that the anomaly also acts as a shelter for poltergeists. One of the most dangerous anomalies ever recorded in the Zone.
</text>
</string>
<string id="encyclopedia_anomalies_flash">
<text>Flash</text>
</string>
<string id="encyclopedia_anomalies_flash_text">
<text>
• Name: %c[d_cyan]Flash%c[ui_gray_1]
\n• Type: %c[d_orange]Temporal
\n \n%c[pda_green]Information%c[ui_gray_1]
\nA rift in the space-time continuum. Any creature caught in these anomalies, experiences a rapid time-travel of unknown temporal extent. Despite their seemingly dangerous nature, some stalkers cleverly use these rifts for their own purposes, such as escaping from pursuit or waiting for the best moment to snatch an artefact.
</text>
</string>
<string id="encyclopedia_anomalies_ghost">
<text>Ghost</text>
</string>
<string id="encyclopedia_anomalies_ghost_text">
<text>
• Name: %c[d_cyan]Ghost%c[ui_gray_1]
\n• Type: %c[d_orange]Electrical/Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nA spherical, electro-chemical anomaly. Its most distinctive feature is that it moves along a fixed path within a certain area, as if aware of its surroundings and in search for prey. This behavioural pattern gave rise to many metaphysical theories, suggesting that this anomaly may actually be a sentient manifestation, rather than a natural abnormality.
</text>
</string>
<string id="encyclopedia_anomalies_gold">
<text>Liquid Gold</text>
</string>
<string id="encyclopedia_anomalies_gold_text">
<text>
• Name: %c[d_cyan]Liquid Gold%c[ui_gray_1]
\n• Type: %c[d_orange]Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nConsidered as a twin sister of the "Fruit Punch" anomaly, "Liquid Gold" emits a cloud of orange/gold toxic chemical substance. This substance raises the victim's body temperature to levels beyond feverish, and at an extremely fast rate, triggering a wide range of symptoms depending on the anomaly's potency: from severe dehydration, to an instant death caused by the victim's blood reaching its boiling point.
</text>
</string>
<string id="encyclopedia_anomalies_green_dragon">
<text>Green Dragon</text>
</string>
<string id="encyclopedia_anomalies_green_dragon_text">
<text>
• Name: %c[d_cyan]Green Dragon%c[ui_gray_1]
\n• Type: %c[d_orange]Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nAn anomalous cloud of unknown chemical composition. This cloud - classified as poisonous - adversely affects the biological functions of any trapped organism, greatly hindering their motor skills. Physical actions involving fast movement, like running or jumping, are very hard to perform within its vicinity.
</text>
</string>
<string id="encyclopedia_anomalies_mefistotel">
<text>Mephistopheles</text>
</string>
<string id="encyclopedia_anomalies_mefistotel_text">
<text>
• Name: %c[d_cyan]Mephistopheles%c[ui_gray_1]
\n• Type: %c[d_orange]Electrical/Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nTaking its name after the trickster demon of medieval folklore, this strange flower-like formation emits an eerie sound when any living organism approaches it. Victims entering its active radius, are instantly drawn to its center and shredded into pieces. A beautiful, yet extremely dangerous anomaly.
</text>
</string>
<string id="encyclopedia_anomalies_net">
<text>Net</text>
</string>
<string id="encyclopedia_anomalies_net_text">
<text>
• Name: %c[d_cyan]Net%c[ui_gray_1]
\n• Type: %c[d_orange]Gravitational/Electrical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThis formation is a stream of charged particles, further accelerated by gravitational forces. Any object within the anomaly's effective radius, gets rapidly enveloped by these particles, in a similar fashion to that of a net, hence its namesake.
</text>
</string>
<string id="encyclopedia_anomalies_point">
<text>Ball Lightning</text>
</string>
<string id="encyclopedia_anomalies_point_text">
<text>
• Name: %c[d_cyan]Ball Lightning%c[ui_gray_1]
\n• Type: %c[d_orange]Electrical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nAn anomaly of electrical nature, reminiscent of the famous and yet unexplained natural phenomenon. It has an unconfirmed interaction with electrical objects, especially with batteries and capacitors, allegedly charging them with electric energy. Nevertheless, unless heavily protected, it is strongly advised not to approach the anomaly.
</text>
</string>
<string id="encyclopedia_anomalies_sphere">
<text>Rebounder</text>
</string>
<string id="encyclopedia_anomalies_sphere_text">
<text>
• Name: %c[d_cyan]Rebounder%c[ui_gray_1]
\n• Type: %c[d_orange]Gravitational
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThis gravitational anomaly is a dense concentration of multiple force waves, forming some kind of disc perpendicular to the ground. The disc can act as an unorthodox shield or cover, that repels or reduces the speed of fast moving objects, such as bullets or other projectiles. Some more experienced stalkers have been witnessed using the "Rebounder" to their advantage during combat situations.
</text>
</string>
</string_table>
@@ -0,0 +1,163 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="ui_mcm_drx_da_title">
<text>Dynamic Anomalies Overhaul (DAO)</text>
</string>
<string id="ui_mcm_menu_drx_da">
<text>DAO</text>
</string>
<string id="ui_mcm_drx_da_presets">
<text>Presets</text>
</string>
<string id="ui_mcm_drx_da_presets_desc">
<text>Choose predefined settings from the list</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_easy">
<text>Easy</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_normal">
<text>Normal</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_hard">
<text>Hard</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance">
<text>Anomaly Zone Spawn Chance</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance_desc">
<text>The chance for predefined smart terrain to spawn anomaly zone</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max">
<text>Anomaly Zone Radius</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max_desc">
<text>Maximum distance from the center of smart terrain that is allowed for anomaly zone</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min">
<text>Minimum Distance Between Anomalies</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min_desc">
<text>Defines minimum distance between anomalies in zone. Negative values will allow anomalies to overlap each other</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier">
<text>Anomaly Amount Modifier</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier_desc">
<text>Modifies the amount of anomalies each anomaly zone can have</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone">
<text>Max Artefacts Per Zone</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone_desc">
<text>Defines the maximum amount of artefacts that can spawn in an anomaly zone</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance">
<text>Artefacts Spawn Chance</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance_desc">
<text>Each of defined maximum amount of artefacts will have this chance to spawn</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance">
<text>Random Artefact Chance</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance_desc">
<text>Which artefacts can be spawn is defined by the level. South locations can spawn only weak artys, while underground and north ones can spawn strong artys. However there is a chance, defined by this value, that an anomaly zone can spawn any artefact, including unique ones</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier">
<text>Gravitational Shake Modifier</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier_desc">
<text>Modifier of screen shake near gravitational anomalies</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier">
<text>Electric Field Modifier</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier_desc">
<text>Modifier of damage of electric fields. Does not affect glitches of electronic devices</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour">
<text>Enable Anomalies Dynamic Behaviour</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour_desc">
<text>Defines if dynamic anomalies have special behaviour and can pop in and out of existence in zone</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup">
<text>Save Game After Anomalies Removal</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup_desc">
<text>Saves the game after emission or psi-storm when dynamic anomalies are removed from the level</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies">
<text>Disable New Anomalies</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies_desc">
<text>Disables new kinds of anomalies from spawning. The option will take effect after next emission or psy-storm or at the new game</text>
</string>
<string id="ui_mcm_drx_da_choose_help">
<text>
Below you can selectively enable
\nwhich new kinds of anomalies can be spawn</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_radar_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_darkness_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_flash_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_ghost_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_gold_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_green_dragon_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_mefistotel_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_net_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_point_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_sphere_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies">
<text>Delete Dynamic Anomalies</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies_desc">
<text>Deletes all generated anomaly zones from the game. This option is intended for safe removal of the mod. Enable the option, then return to the game, save the game, quit the game and remove the mod</text>
</string>
<string id="ui_mcm_drx_da_debug_mode">
<text>Debug Mode</text>
</string>
<string id="ui_mcm_drx_da_debug_mode_desc">
<text>Enables message spam in console</text>
</string>
</string_table>
@@ -0,0 +1,164 @@
<?xml version="1.0" encoding="windows-1251" ?>
<string_table>
<string id="zone_mine_radar_section_name">
<text>«Радар»</text>
</string>
<string id="zone_mine_darkness_section_name">
<text>«Тьма»</text>
</string>
<string id="zone_mine_flash_section_name">
<text>«Вспышка»</text>
</string>
<string id="zone_mine_ghost_section_name">
<text>«Призрак»</text>
</string>
<string id="zone_mine_gold_section_name">
<text>«Жидкое золото»</text>
</string>
<string id="zone_mine_green_dragon_section_name">
<text>«Зеленый Дракон»</text>
</string>
<string id="zone_mine_mefistotel_section_name">
<text>«Мефистофель»</text>
</string>
<string id="zone_mine_net_section_name">
<text>«Сеть»</text>
</string>
<string id="zone_mine_point_section_name">
<text>«Шаровая молния»</text>
</string>
<string id="zone_mine_sphere_section_name">
<text>«Отбойник»</text>
</string>
<string id="encyclopedia_anomalies_radar">
<text>«Радар»</text>
</string>
<string id="encyclopedia_anomalies_radar_text">
<text>
• Название: %c[d_cyan]Радар%c[ui_gray_1]
\n• Тип: %c[d_orange]Пси-аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nЛокализованная брешь в ноосфере. Она излучает слабую псионическую ауру, нанося серьезный вред психическому здоровью любого, кто находится в ее окрестностях, сбивая частоты мозговых волн. В отличие от обычных пси-полей, преследователи стараются полностью избегать этих аномалий, поскольку их влияние обходит любые обычные средства псионической защиты, воздействуя непосредственно на разум жертвы.
</text>
</string>
<string id="encyclopedia_anomalies_darkness">
<text>«Тьма»</text>
</string>
<string id="encyclopedia_anomalies_darkness_text">
<text>
• Название: %c[d_cyan]Тьма%c[ui_gray_1]
\n• Тип: %c[d_orange]Пси-аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nУжасающее и смертельно опасное аномальное образование неизвестного происхождения, воздействующее на разум любого разумного существа, находящегося поблизости. Оно напоминает скопление движущихся теней. Ходят слухи, что аномалия также служит убежищем для полтергейстов. Одна из самых опасных аномалий, когда-либо зафиксированных в Зоне.
</text>
</string>
<string id="encyclopedia_anomalies_flash">
<text>«Вспышка»</text>
</string>
<string id="encyclopedia_anomalies_flash_text">
<text>
• Название: %c[d_cyan]Вспышка%c[ui_gray_1]
\n• Тип: %c[d_orange]Временная аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nРазлом в пространственно-временном континууме. Любое существо, попавшее в эту аномалию, испытывает быстрое перемещение во времени неизвестной временной протяженности. Несмотря на кажущуюся опасность, некоторые сталкеры ловко используют эти разрывы в своих целях, например, уходя от погони или выжидая удобного момента для поиска артефактов.
</text>
</string>
<string id="encyclopedia_anomalies_ghost">
<text>«Призрак»</text>
</string>
<string id="encyclopedia_anomalies_ghost_text">
<text>
• Название: %c[d_cyan]Призрак%c[ui_gray_1]
\n• Тип: %c[d_orange]Электро-химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nСферическая электрохимическая аномалия. Ее наиболее характерной особенностью является то, что она движется по фиксированной траектории в пределах определенной области, как бы осознавая свое окружение и выискивая добычу. Такая модель поведения породила множество метафизических теорий, предполагающих, что эта аномалия на самом деле может быть проявлением некой разумной сущности.
</text>
</string>
<string id="encyclopedia_anomalies_gold">
<text>«Жидкое золото»</text>
</string>
<string id="encyclopedia_anomalies_gold_text">
<text>
• Название: %c[d_cyan]Жидкое золото%c[ui_gray_1]
\n• Тип: %c[d_orange]Химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nСчитается сестрой-близнецом аномалии "Кисель", "Жидкое золото" испускает облако оранжево-золотистого токсичного химического вещества. Это вещество повышает температуру тела жертвы до запредельного уровня, причем чрезвычайно быстро, вызывая широкий спектр симптомов в зависимости от силы аномалии: от сильного обезвоживания до мгновенной смерти, вызванной тем, что кровь жертвы достигает точки кипения.
</text>
</string>
<string id="encyclopedia_anomalies_green_dragon">
<text>«Зеленый Дракон»</text>
</string>
<string id="encyclopedia_anomalies_green_dragon_text">
<text>
• Название: %c[d_cyan]Зеленый Дракон%c[ui_gray_1]
\n• Тип: %c[d_orange]Химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nАномальное облако неизвестного химического состава. Это облако - классифицируемое как ядовитое - негативно влияет на биологические функции любого попавшего в ловушку организма, значительно затрудняя его двигательные навыки. Физические действия, связанные с быстрым движением, такие как бег или прыжки, очень трудно выполнить в его окрестностях.
</text>
</string>
<string id="encyclopedia_anomalies_mefistotel">
<text>«Мефистофель»</text>
</string>
<string id="encyclopedia_anomalies_mefistotel_text">
<text>
• Название: %c[d_cyan]Мефистофель%c[ui_gray_1]
\n• Тип: %c[d_orange]Электро-химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nПолучившее свое название в честь злого духа из средневекового фольклора, это странное цветоподобное образование издает жуткий звук, когда любой живой организм приближается к нему. Жертвы, попавшие в радиус его действия, мгновенно притягиваются к его центру и разлетаются на куски. Красивая, но чрезвычайно опасная аномалия.
</text>
</string>
<string id="encyclopedia_anomalies_net">
<text>«Сеть»</text>
</string>
<string id="encyclopedia_anomalies_net_text">
<text>
• Название: %c[d_cyan]Сеть%c[ui_gray_1]
\n• Тип: %c[d_orange]Гравитационно-электрическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nЭто образование представляет собой поток заряженных частиц, дополнительно ускоренных гравитационными силами. Любой объект в радиусе действия аномалии быстро обволакивается этими частицами, подобно сети, отсюда и ее название.
</text>
</string>
<string id="encyclopedia_anomalies_point">
<text>«Шаровая молния»</text>
</string>
<string id="encyclopedia_anomalies_point_text">
<text>
• Название: %c[d_cyan]Шаровая молния%c[ui_gray_1]
\n• Тип: %c[d_orange]Электрическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nАномалия электрической природы, напоминающая известное и пока необъяснимое природное явление. По неподтвержденным данным, она взаимодействует с электрическими объектами, особенно с батареями и конденсаторами, якобы заряжая их электрической энергией. Тем не менее, если нет серьезной защиты, настоятельно рекомендуется не приближаться к аномалии.
</text>
</string>
<string id="encyclopedia_anomalies_sphere">
<text>«Отбойник»</text>
</string>
<string id="encyclopedia_anomalies_sphere_text">
<text>
• Название: %c[d_cyan]Отбойник%c[ui_gray_1]
\n• Тип: %c[d_orange]Гравитационная аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nЭта гравитационная аномалия представляет собой плотное скопление многочисленных силовых волн, образующих нечто вроде диска, перпендикулярного земле. Диск может действовать как необычный щит или укрытие, отталкивающее или снижающее скорость быстро движущихся объектов, таких как пули или другие снаряды. Некоторые более опытные сталкеры были замечены в использовании "Отбойника" в своих интересах во время боевых ситуаций.
</text>
</string>
</string_table>
@@ -0,0 +1,161 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="ui_mcm_drx_da_title">
<text>Äèíàìè÷åñêèå àíîìàëèè (DAO)</text>
</string>
<string id="ui_mcm_menu_drx_da">
<text>DAO</text>
</string>
<string id="ui_mcm_drx_da_presets">
<text>Ïðåäóñòàíîâêè</text>
</string>
<string id="ui_mcm_drx_da_presets_desc">
<text>Âûáåðèòå ïðåäîïðåäåëåííûå íàñòðîéêè èç ñïèñêà</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_easy">
<text>Ëåãêî</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_normal">
<text>Íîðìàëüíî</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_hard">
<text>Òÿæåëî</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance">
<text>Øàíñ ïîÿâëåíèÿ àíîìàëüíîé çîíû</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance_desc">
<text>Øàíñ ïîÿâëåíèÿ àíîìàëüíîé çîíû íà ïðåäîïðåäåëåííîé ìåñòíîñòè</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max">
<text>Ðàäèóñ àíîìàëüíîé çîíû</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max_desc">
<text>Ìàêñèìàëüíîå ðàññòîÿíèå îò öåíòðà ñìàðò òåððåéíà, äîïóñòèìîå äëÿ çîíû àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min">
<text>Ìèíèìàëüíîå ðàññòîÿíèå ìåæäó àíîìàëèÿìè</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min_desc">
<text>Îïðåäåëÿåò ìèíèìàëüíîå ðàññòîÿíèå ìåæäó àíîìàëèÿìè â çîíå. Îòðèöàòåëüíûå çíà÷åíèÿ ïîçâîëÿþò àíîìàëèÿì ïåðåêðûâàòü äðóã äðóãà.</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier">
<text>Ìîäèôèêàòîð êîëè÷åñòâà àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier_desc">
<text>Èçìåíÿåò êîëè÷åñòâî àíîìàëèé, êîòîðîå ìîæåò èìåòü êàæäàÿ àíîìàëüíàÿ çîíà.</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone">
<text>Ìàêñèìàëüíîå êîëè÷åñòâî àðòåôàêòîâ íà çîíó</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone_desc">
<text>Îïðåäåëÿåò ìàêñèìàëüíîå êîëè÷åñòâî àðòåôàêòîâ, êîòîðûå ìîãóò ñïàóíèòüñÿ â àíîìàëüíîé çîíå</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance">
<text>Øàíñ ïîÿâëåíèÿ àðòåôàêòîâ</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance_desc">
<text>Êàæäûé èç îïðåäåëåííîãî ìàêñèìàëüíîãî êîëè÷åñòâà àðòåôàêòîâ áóäåò èìåòü òàêîé øàíñ íà ïîÿâëåíèå</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance">
<text>Øàíñ ñëó÷àéíîãî àðòåôàêòà</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance_desc">
<text>Êàêèå àðòåôàêòû ìîæíî ñïàóíèòü, îïðåäåëÿåòñÿ óðîâíåì. Þæíûå ëîêàöèè ìîãóò ñïàóíèòü òîëüêî ñëàáûå àðòåôàêòû, â òî âðåìÿ êàê ïîäçåìíûå è ñåâåðíûå ëîêàöèè ìîãóò ñïàóíèòü ñèëüíûå àðòåôàêòû. Îäíàêî ñóùåñòâóåò øàíñ, îïðåäåëÿåìûé ýòèì çíà÷åíèåì, ÷òî çîíà àíîìàëèé ìîæåò ñïàóíèòü ëþáîé àðòåôàêò, âêëþ÷àÿ óíèêàëüíûå.</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier">
<text>Ìîäèôèêàòîð ãðàâèòàöèîííîãî äðîæàíèÿ</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier_desc">
<text>Ìîäèôèêàòîð äðîæàíèÿ ýêðàíà âáëèçè ãðàâèòàöèîííûõ àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier">
<text>Ìîäèôèêàòîð ýëåêòðè÷åñêîãî ïîëÿ</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier_desc">
<text>Ìîäèôèêàòîð ïîâðåæäåíèé îò ýëåêòðè÷åñêèõ ïîëåé. Íå âëèÿåò íà ãëþêè ýëåêòðîííûõ óñòðîéñòâ</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour">
<text>Âêëþ÷èòü äèíàìè÷åñêîå ïîâåäåíèå àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour_desc">
<text>Îïðåäåëÿåò, èìåþò ëè äèíàìè÷åñêèå àíîìàëèè îñîáîå ïîâåäåíèå, à èìåííî ìîãóò ëè îíè ïîÿâëÿòüñÿ è èñ÷åçàòü â àíîìàëüíîé çîíå.</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup">
<text>Ñîõðàíèòü èãðó ïîñëå óäàëåíèÿ àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup_desc">
<text>Ñîõðàíÿåò èãðó ïîñëå âûáðîñà èëè ïñè-øòîðìà ïîñëå óäàëåíèÿ àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies">
<text>Îòêëþ÷èòü íîâûå àíîìàëèè</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies_desc">
<text>Çàïðåùàåò ïîÿâëåíèå íîâûõ âèäîâ àíîìàëèé. Îïöèÿ âñòóïèò â ñèëó ïîñëå ñëåäóþùåãî âûáðîñà èëè ïñè-øòîðìà èëè â íîâîé èãðå.</text>
</string>
<string id="ui_mcm_drx_da_choose_help">
<text>Íèæå âû ìîæåòå âûáîðî÷íî âêëþ÷èòü \n íîâûå âèäû àíîìàëèé, êîòîðûå ìîãóò ñïàóíèòüñÿ</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_radar_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_darkness_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_flash_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_ghost_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_gold_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_green_dragon_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_mefistotel_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_net_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_point_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_sphere_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies">
<text>Óäàëèòü äèíàìè÷åñêèå àíîìàëèè</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies_desc">
<text>Óäàëÿåò âñå ñãåíåðèðîâàííûå àíîìàëüíûå çîíû èç èãðû. Ýòà îïöèÿ ïðåäíàçíà÷åíà äëÿ áåçîïàñíîãî óäàëåíèÿ ìîäà. Âêëþ÷èòå îïöèþ, çàòåì âåðíèòåñü â èãðó, ñîõðàíèòå èãðó, âûéäèòå èç èãðû è óäàëèòå ìîä.</text>
</string>
<string id="ui_mcm_drx_da_debug_mode">
<text>Ðåæèì îòëàäêè</text>
</string>
<string id="ui_mcm_drx_da_debug_mode_desc">
<text>Âêëþ÷àåò ñïàì ñîîáùåíèé â êîíñîëè</text>
</string>
</string_table>
@@ -0,0 +1,18 @@
<w>
<!-- Anomalies -->
<file name="ui\guide\encyclopedia_anomalies_drx_da">
<texture id="encyclopedia_anomalies_radar_image" x="0" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_ghost_image" x="512" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_green_dragon_image" x="1024" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_gold_image" x="1536" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_sphere_image" x="2048" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_point_image" x="2560" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_net_image" x="3072" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_mefistotel_image" x="3584" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_darkness_image" x="0" y="256" width="512" height="256"/>
<texture id="encyclopedia_anomalies_flash_image" x="512" y="256" width="512" height="256"/>
</file>
</w>
@@ -0,0 +1,75 @@
[zone_field_psychic]:zone_base
GroupControlSection = spawn_group_zone
$def_sphere = 15
;$prefetch = 16
class = ZS_RADIO
hit_impulse_scale = .01
effective_radius = 1.00 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
postprocess = postprocess_psi
ef_anomaly_type = 3
ef_weapon_type = 15
;----------- Anomaly settings -----------------------
max_start_power = 0
attenuation = 0.5
idle_particles = ;zones\zone_electra_idle
;blowout_particles =
;hit_small_particles = damage_fx\burn_creatures
;hit_big_particles = damage_fx\burn_creatures00
;idle_small_particles = damage_fx\burn_creatures
;idle_big_particles = damage_fx\burn_creatures00
idle_particles_dont_stop = true;
;idle_sound = ambient\fire2 ;iinoiyiiue caoe
;blowout_sound = anomaly\zhar_blow ;ai a?aiy aua?ina(oaa?a) a oaio?a aiiiaeee
;hit_sound = ambient\zhar ;ia ia?niia?a, eiaaa oio iieo?aao oeo
;entrance_sound = ambient\zhar ;i?e iiiaaaiee iauaeoa a aiiiaee?
hit_type = telepatic
disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = -1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = true;
ignore_small = false;
ignore_artefacts = true
blowout_light = off
idle_light = off
awaking_time = 100
blowout_time = 800
accamulate_time = 100
blowout_wind = off
shape_transp_color = 200, 200, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_field_psychic_weak]:zone_field_psychic
$spawn = "zones\field_psychic_weak"
;----------- Anomaly settings -----------------------
max_start_power = 0.8
[zone_field_psychic_average]:zone_field_psychic
$spawn = "zones\field_psychic_average"
;----------- Anomaly settings -----------------------
max_start_power = 1.15
[zone_field_psychic_strong]:zone_field_psychic
$spawn = "zones\field_psychic_strong"
;----------- Anomaly settings -----------------------
max_start_power = 1.5
@@ -0,0 +1,87 @@
[zone_field_radioactive]:zone_base
GroupControlSection = spawn_group_zone
$def_sphere = 15
;$prefetch = 16
class = ZS_RADIO
hit_impulse_scale = .01
effective_radius = 1.00 ;the size of the radius as a percentage of the original, where the zone is in effect
postprocess = postprocess_rad
ef_anomaly_type = 3
ef_weapon_type = 15
;----------- Zone Base -----------------------
idle_light_volumetric = false
idle_light_shadow = false
pick_dof_effector = false
idle_light_r1 = false
;----------- Anomaly settings -----------------------
max_start_power = 0
attenuation = 0.5
hit_type = radiation
disable_time = -1 ;time to ignore an inanimate object in the zone (-1 if not needed)
disable_time_small = -1 ;time to ignore small inanimate object in the zone (-1 if not needed)
disable_idle_time = -1 ;time to disable idle particles
ignore_nonalive = true;
ignore_small = false;
ignore_artefacts = true
blowout_light = off
idle_light = off
awaking_time = 100
blowout_time = 100
accamulate_time = 100
blowout_wind = off
shape_transp_color = 200, 200, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_field_radioactive_weak]:zone_field_radioactive
$spawn = "zones\field_radioactive_weak"
;----------- Anomaly settings -----------------------
max_start_power = 0.025
[zone_field_radioactive_average]:zone_field_radioactive
$spawn = "zones\field_radioactive_average"
;----------- Anomaly settings -----------------------
max_start_power = 0.03
[zone_field_radioactive_strong]:zone_field_radioactive
$spawn = "zones\field_radioactive_strong"
;----------- Anomaly settings -----------------------
max_start_power = 0.04
[zone_radioactive]:zone_field_radioactive
GroupControlSection = spawn_group_zone
$def_sphere = 1
class = ZS_RADIO
attenuation = 0.1
[zone_radioactive_weak]:zone_radioactive
$spawn = "zones\mp\radioactive_weak"
max_start_power = 0.011
[zone_radioactive_average]:zone_radioactive
$spawn = "zones\mp\radioactive_average"
max_start_power = 0.031
[zone_radioactive_strong]:zone_radioactive
$spawn = "zones\mp\radioactive_strong"
max_start_power = 0.061
@@ -0,0 +1,100 @@
[zone_mine_darkness]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_darkness"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_electra_mine
;----------- Anomaly settings -----------------------
max_start_power = 2
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_darkness\darkness_idle
blowout_particles =
tearing_particles = anomaly2\body_tear_00
torn_particles = anomaly2\body_tear_01
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
tele_particles_small =
tele_particles_big =
idle_sound = eugenium_anomaly\darkness\darkness_idle ;посто¤нный звук
blowout_sound = eugenium_anomaly\silence ;во врем¤ выброса(удара) в центре аномалии
hit_sound = eugenium_anomaly\silence ;на персонаже, когда тот получает хит
body_tearing_sound = anomaly\anomaly_body_tear_1 ;звук разрывани¤ трупа
entrance_sound = eugenium_anomaly\silence ;при попадании объекта в аномалию
hit_type = telepatic
hit_impulse_scale = 9.4 ;соотношение физического импульса и силы хита
effective_radius = 1 ;размер радиуса в процентах от оригинального, где действует зона
disable_time = 5000 ;врем¤ игнорировани¤ неживого объекта в зоне (-1 если не нужно)
disable_time_small = 5000 ;врем¤ игнорировани¤ маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time = 100 ;-1 ;врем¤ отключени¤ idle партиклов
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;подъем источника света на высоту
idle_light = off
awaking_time = 10
blowout_time = 100
accamulate_time = 100
blowout_light_time = 59
blowout_explosion_time = 59
;параметры телекинеза дл¤ зоны
throw_in_impulse = 40000000 ;сила вт¤гивани¤ дл¤ единичной массы на рассто¤нии один метр
throw_out_impulse = 15 ;сила выбрасывани¤ взрывом
throw_in_impulse_alive = 60000000 ;сила импульса вт¤гивани¤ дл¤ живых
throw_in_atten = 10 ;коэфф. зат¤гивани¤ (чем меньше, тем плавнее зат¤гивает)
blowout_radius_percent = 1 ;радиус (в процентах от всего радиуса) непосредственно выброса
actor_blowout_radius_percent = 1
tele_height = 0.01 ; 0.2 ;высота подъема телекинеза
time_to_tele = 0.0 ;врем¤ деражани¤ объекта в воздухе
tele_pause = 0.0 ;пауза перед тем как снова подн¤ть упавший объект
;; ветер
blowout_wind = off
blowout_wind_time_start = 1
blowout_wind_time_peak = 5900
blowout_wind_time_end = 1000
blowout_wind_power = 0.1 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ветер
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,125 @@
[zone_mine_electric]:zone_base
GroupControlSection = spawn_group_zone
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
;----------- Anomaly settings -----------------------
max_start_power = 1.00
attenuation = 1
idle_particles = zones_mine\zone_electric_mine_idle
blowout_particles = anomaly2\electra2_blast
hit_small_particles = anomaly2\electra_entrance_small
hit_big_particles = anomaly2\electra_damage_02_smoke
idle_small_particles = anomaly2\electra_damage_01_smoke
idle_big_particles = anomaly2\electra_damage_02_smoke
entrance_small_particles = anomaly2\electra_entrance_small
entrance_big_particles = anomaly2\emi_entrance_big_00
idle_sound = anomaly\electra_idle1; anomaly_gravy_idle
blowout_sound = anomaly\electra_blast1
hit_sound = anomaly\electra_hit
entrance_sound = anomaly\electra_hit
blowout_light = on
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off ;on
idle_light_shadow = false
idle_light_range = 4.0
idle_light_anim = koster_01_electra
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
hit_type = shock
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 100
blowout_time = 100
accamulate_time = 1500
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_mine_electric_weak]:zone_mine_electric
$spawn = "zones\mine_electric_weak"
max_start_power = 0.5
[zone_mine_electric_average]:zone_mine_electric
$spawn = "zones\mine_electric_average"
max_start_power = 0.6
[zone_mine_electric_strong]:zone_mine_electric
$spawn = "zones\mine_electric_strong"
max_start_power = 0.8
[zone_mine_static]:zone_base
postprocess = postprocess_electra_mine
idle_particles = anomaly2\electra_idle
[zone_mine_static_weak]:zone_mine_electric_weak, zone_mine_static
$spawn = "zones\scenes\mine_static_weak"
[zone_mine_static_average]:zone_mine_electric_average, zone_mine_static
$spawn = "zones\scenes\mine_static_average"
[zone_mine_static_strong]:zone_mine_electric_strong, zone_mine_static
$spawn = "zones\scenes\mine_static_strong"
[zone_witches_galantine]:zone_mine_electric
postprocess = postprocess_electra
idle_particles = anomaly2\electra_idle
[zone_witches_galantine_weak]:zone_witches_galantine
$spawn = "zones\mp\witches_galantine_weak"
max_start_power = 0.50
[zone_witches_galantine_average]:zone_witches_galantine
$spawn = "zones\mp\witches_galantine_average"
max_start_power = 1.20
[zone_witches_galantine_strong]:zone_witches_galantine
$spawn = "zones\mp\witches_galantine_strong"
max_start_power = 2.00
@@ -0,0 +1,75 @@
[zone_mine_flash]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_flash"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
hit_type = shock
;----------- Anomaly settings -----------------------
max_start_power = 1
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_flash\flash_idle
blowout_particles = eugenium_anomalies\anomaly_flash\flash_blast
hit_small_particles = eugenium_anomalies\anomaly_flash\flash_blast
hit_big_particles = eugenium_anomalies\anomaly_flash\flash_blast
idle_small_particles =
idle_big_particles =
entrance_small_particles = eugenium_anomalies\anomaly_flash\flash_shield
entrance_big_particles = eugenium_anomalies\anomaly_flash\flash_shield
idle_sound = eugenium_anomaly\flash\flash_idle ;ïîñòîÿííûé çâóê
blowout_sound = eugenium_anomaly\flash\flash_shield ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = eugenium_anomaly\flash\flash_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = eugenium_anomaly\flash\flash_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
awaking_time = 50;100
blowout_time = 500
accamulate_time = 60000 ;10;200
blowout_light_time = 200
blowout_explosion_time = 200
blowout_particles_time = 200
blowout_sound_time = 100
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,79 @@
[zone_mine_ghost]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_ghost"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_acidic_mine
hit_type = shock
;----------- Anomaly settings -----------------------
max_start_power = 1
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_ghost\ghost_idle
blowout_particles = eugenium_anomalies\anomaly_ghost\ghost_blast
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = eugenium_anomaly\ghost\ghost_idle ;ïîñòîÿííûé çâóê
blowout_sound = eugenium_anomaly\ghost\ghost_blowout ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = eugenium_anomaly\ghost\ghost_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = eugenium_anomaly\silence ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
awaking_time = 50;100
blowout_time = 500
accamulate_time = 1000 ;10;200
blowout_light_time = 200
blowout_explosion_time = 200
blowout_particles_time = 200
blowout_sound_time = 100
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_shadow = true
idle_light_range = 4.0
idle_light_anim = light_green_02
idle_light_height = 0.6 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,72 @@
[zone_mine_gold]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_gold"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_orange
;----------- Anomaly settings -----------------------
max_start_power = 0.8
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_gold\gold_idle
blowout_particles = eugenium_anomalies\anomaly_gold\gold_blast
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = eugenium_anomaly\gold\gold_idle ;ïîñòîÿííûé çâóê
blowout_sound = eugenium_anomaly\gold\gold_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = eugenium_anomaly\silence ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = eugenium_anomaly\silence ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = chemical_burn
disable_time = 10000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 1000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 50000 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 1.1,1.7,1.4
light_animation = light_green_01
light_range = 7
light_time = 0.35
light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
idle_light_range = 3.0
idle_light_anim = light_green_02
idle_light_height = 0.70 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
awaking_time = 100
blowout_time = 1400
accamulate_time = 300
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 600
blowout_wind_time_end = 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,75 @@
[zone_mine_green_dragon]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_green_dragon"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_acidic_mine
hit_type = chemical_burn
;----------- Anomaly settings -----------------------
max_start_power = 0.15
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_green_dragon\green_dragon_idle
blowout_particles = eugenium_anomalies\anomaly_green_dragon\green_dragon_blast
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = eugenium_anomaly\green_dragon\green_dragon_idle ;ïîñòîÿííûé çâóê
blowout_sound = eugenium_anomaly\green_dragon\green_dragon_blowout ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = eugenium_anomaly\green_dragon\green_dragon_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = eugenium_anomaly\green_dragon\green_dragon_blowout ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
awaking_time = 50;100
blowout_time = 500
accamulate_time = 1000 ;10;200
blowout_light_time = 200
blowout_explosion_time = 200
blowout_particles_time = 200
blowout_sound_time = 100
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,100 @@
[zone_mine_mefistotel]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_mefistotel"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_orange
;----------- Anomaly settings -----------------------
max_start_power = 1.5
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_mefistotel\mefistotel_idle
blowout_particles = eugenium_anomalies\anomaly_mefistotel\mefistotel_blast
tearing_particles = anomaly2\body_tear_00
torn_particles = anomaly2\body_tear_01
hit_small_particles = ;eugenium_anomalies\anomaly_mefistotel\mefistotel_blast
hit_big_particles = ;eugenium_anomalies\anomaly_mefistotel\mefistotel_blast
idle_small_particles =
idle_big_particles =
entrance_small_particles = eugenium_anomalies\anomaly_mefistotel\mefistotel_shield
entrance_big_particles = eugenium_anomalies\anomaly_mefistotel\mefistotel_shield
tele_particles_small =
tele_particles_big =
idle_sound = eugenium_anomaly\mefistotel\mefistotel_idle ;посто¤нный звук
blowout_sound = eugenium_anomaly\mefistotel\mefistotel_blowout ;во врем¤ выброса(удара) в центре аномалии
hit_sound = eugenium_anomaly\mefistotel\mefistotel_blowout ;на персонаже, когда тот получает хит
body_tearing_sound = anomaly\anomaly_body_tear_1 ;звук разрывани¤ трупа
entrance_sound = eugenium_anomaly\mefistotel\mefistotel_shield ;при попадании объекта в аномалию
hit_type = shock
hit_impulse_scale = 9.4 ;соотношение физического импульса и силы хита
effective_radius = 4.2 ;размер радиуса в процентах от оригинального, где действует зона
disable_time = 5000 ;врем¤ игнорировани¤ неживого объекта в зоне (-1 если не нужно)
disable_time_small = 5000 ;врем¤ игнорировани¤ маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time = 100 ;-1 ;врем¤ отключени¤ idle партиклов
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;подъем источника света на высоту
idle_light = off
awaking_time = 10
blowout_time = 100
accamulate_time = 100
blowout_light_time = 59
blowout_explosion_time = 59
;параметры телекинеза дл¤ зоны
throw_in_impulse = 40000000 ;сила вт¤гивани¤ дл¤ единичной массы на рассто¤нии один метр
throw_out_impulse = 15 ;сила выбрасывани¤ взрывом
throw_in_impulse_alive = 60000000 ;сила импульса вт¤гивани¤ дл¤ живых
throw_in_atten = 10 ;коэфф. зат¤гивани¤ (чем меньше, тем плавнее зат¤гивает)
blowout_radius_percent = 1 ;радиус (в процентах от всего радиуса) непосредственно выброса
actor_blowout_radius_percent = 1
tele_height = 0.01 ; 0.2 ;высота подъема телекинеза
time_to_tele = 0.0 ;врем¤ деражани¤ объекта в воздухе
tele_pause = 0.0 ;пауза перед тем как снова подн¤ть упавший объект
;; ветер
blowout_wind = off
blowout_wind_time_start = 1
blowout_wind_time_peak = 5900
blowout_wind_time_end = 1000
blowout_wind_power = 0.1 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ветер
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,75 @@
[zone_mine_net]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_net"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_gravi_mine
hit_type = shock
;----------- Anomaly settings -----------------------
max_start_power = 0.7
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_net\net_idle
blowout_particles = eugenium_anomalies\anomaly_net\net_blast
hit_small_particles = eugenium_anomalies\anomaly_net\net_blast
hit_big_particles = eugenium_anomalies\anomaly_net\net_blast
idle_small_particles =
idle_big_particles =
entrance_small_particles = eugenium_anomalies\anomaly_net\net_shield
entrance_big_particles = eugenium_anomalies\anomaly_net\net_shield
idle_sound = eugenium_anomaly\net\net_idle ;ïîñòîÿííûé çâóê
blowout_sound = eugenium_anomaly\net\net_blowout ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = eugenium_anomaly\net\net_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = eugenium_anomaly\net\net_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
awaking_time = 50;100
blowout_time = 500
accamulate_time = 1000 ;10;200
blowout_light_time = 200
blowout_explosion_time = 200
blowout_particles_time = 200
blowout_sound_time = 100
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,72 @@
[zone_mine_point]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_point"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.7
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_point\point_idle
blowout_particles = eugenium_anomalies\anomaly_point\point_blast
hit_small_particles = eugenium_anomalies\anomaly_point\point_blast
hit_big_particles = eugenium_anomalies\anomaly_point\point_blast
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = eugenium_anomaly\point\point_idle
blowout_sound = eugenium_anomaly\point\point_blowout
hit_sound = eugenium_anomaly\point\point_blowout
entrance_sound = eugenium_anomaly\point\point_blowout
blowout_light = on
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_shadow = true
idle_light_range = 4.0
idle_light_anim = koster_01_electra
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
hit_type = shock
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 10
blowout_time = 100
accamulate_time = 1000
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,68 @@
[zone_mine_radar]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_radar"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_thermal_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.60
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_radar\radar_idle
blowout_particles = eugenium_anomalies\anomaly_radar\radar_blast
hit_small_particles = ;eugenium_anomalies\anomaly_radar\radar_blast
hit_big_particles = ;eugenium_anomalies\anomaly_radar\radar_blast
idle_small_particles =
idle_big_particles =
entrance_small_particles = ;\anomaly_radar\radar_blast
entrance_big_particles = ;eugenium_anomalies\anomaly_radar\radar_blast
idle_sound = eugenium_anomaly\radar\radar_idle
blowout_sound = eugenium_anomaly\radar\radar_blowout
hit_sound = eugenium_anomaly\radar\radar_blowout
entrance_sound = eugenium_anomaly\radar\radar_blowout
blowout_light = off
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
hit_type = telepatic
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 100
blowout_time = 100
accamulate_time = 1500
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,100 @@
[zone_mine_sphere]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_sphere"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.65
attenuation = 1
idle_particles = eugenium_anomalies\anomaly_sphere\sphere_idle
blowout_particles = eugenium_anomalies\anomaly_sphere\sphere_blast
tearing_particles = anomaly2\body_tear_00
torn_particles = anomaly2\body_tear_01
hit_small_particles = eugenium_anomalies\anomaly_sphere\sphere_blast
hit_big_particles = eugenium_anomalies\anomaly_sphere\sphere_blast
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
tele_particles_small =
tele_particles_big =
idle_sound = eugenium_anomaly\sphere\sphere_idle ;ïîñòîÿííûé çâóê
blowout_sound = eugenium_anomaly\sphere\sphere_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = eugenium_anomaly\sphere\sphere_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = eugenium_anomaly\sphere\sphere_blowout ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 7.5 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 2 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 10
blowout_time = 100
accamulate_time = 400
blowout_light_time = 59
blowout_explosion_time = 59
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = -60000000 ;ñèëà âòÿãèâàíèÿ äëÿ åäèíè÷íîé ìàññû íà ðàññòîÿíèè îäèí ìåòð
throw_out_impulse = 40000000 ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = -60000000 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 10 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 1 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent = 1
tele_height = 0.01 ; 0.2 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 0.0 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 0.0 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 1
blowout_wind_time_peak = 5900
blowout_wind_time_end = 1000
blowout_wind_power = 0.1 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
@@ -0,0 +1,500 @@
;zone_mine_acidic
[zone_mine_acid]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_acid"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_acidic_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.20
attenuation = 1
use_secondary_hit = true
secondary_hit_power = 0.005
idle_particles = zones_mine\zone_acidic_mine_idle
blowout_particles = zones_mine\zone_acidic_mine_hit
;hit_small_particles = zones_mine\zone_acidic_mine_hit
;hit_big_particles = zones_mine\zone_acidic_mine_hit
;idle_small_particles = zones_mine\zone_acidic_mine_idle
;idle_big_particles = zones_mine\zone_acidic_mine_idle
idle_sound = drx_da\drx_da_buzz_idle; bfuzz_blowout ;ïîñòîÿííûé çâóê
blowout_sound = drx_da\drx_da_buzz_hit; bfuzz_hit ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = drx_da\drx_da_buzz_hit; bfuzz_hit ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = drx_da\drx_da_buzz_hit; bfuzz_hit ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = chemical_burn
disable_time = 10000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 50000 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = false
blowout_light = on
light_color = 1.1,1.7,1.4
light_animation = light_green_01
light_range = 7
light_time = 0.35
light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
idle_light_range = 3.0
idle_light_anim = light_green_02
idle_light_height = 0.70 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
awaking_time = 100
blowout_time = 1400
accamulate_time = 300
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 600
blowout_wind_time_end = 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;zone_mine_electric
[zone_mine_electra]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_electra"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.80
attenuation = 1
idle_particles = zones_mine\zone_electric_mine_idle
blowout_particles = anomaly2\electra2_blast
hit_small_particles = anomaly2\electra_entrance_small
hit_big_particles = anomaly2\electra_damage_02_smoke
idle_small_particles = anomaly2\electra_damage_01_smoke
idle_big_particles = anomaly2\electra_damage_02_smoke
entrance_small_particles = anomaly2\electra_entrance_small
entrance_big_particles = anomaly2\emi_entrance_big_00
blowout_sound = anomaly\electra_blast1
idle_sound = drx_da\drx_da_electra_idle1; anomaly_gravy_idle
hit_sound = drx_da\drx_da_electra_hit
entrance_sound = drx_da\drx_da_electra_hit
blowout_light = on
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
hit_type = shock
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 100
blowout_time = 100
accamulate_time = 1500
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;zone_mine_gravitational_strong
[zone_mine_springboard]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_springboard"
$def_sphere = 4
$prefetch = 16
class = ZS_MINCE ;--CMincer
ef_anomaly_type = 2
ef_weapon_type = 14
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------
max_start_power = 1.6
attenuation = 1
tearing_particles =anomaly2\body_tear_00
torn_particles =anomaly2\gravi_anomaly_shield_00
idle_particles = zones_mine\zone_gravity_mine_idle_strong
;accum_particles = anomaly2\gravi_zaxvat_myasorubka
;awake_particles = anomaly2\gravi_zaxvat_myasorubka
blowout_particles = zones_mine\zone_gravity_mine_hit_strong
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\gravity_damage_02_blood2
idle_small_particles = anomaly2\gravity_damage_01_smoke
idle_big_particles = anomaly2\gravity_damage_02_blood2; anomaly2\gravity_damage_02_smoke
entrance_small_particles = anomaly2\gravi_anomaly_shield_00
entrance_big_particles = anomaly2\gravi_anomaly_00;
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = drx_da\drx_da_gravi_idle01 ;ïîñòîÿííûé çâóê
awake_sound = drx_da\drx_da_gravi_idle01
accum_sound = drx_da\drx_da_gravi_idle01
blowout_sound = anomaly\anomaly_mincer_blowout; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = drx_da\drx_da_anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = drx_da\drx_da_anomaly_gravy_hit1 ;gravi_idle01 ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
hit_type = strike
hit_impulse_scale = 0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 1.4,1.6,1.3
light_range = 20.0
light_time = 0.38 ;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 50
blowout_time = 10000
accamulate_time = 4000
blowout_particles_time = 50
blowout_sound_time = 100
blowout_light_time = 5988
blowout_explosion_time = 5999
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 4000 ;ñèëà âòÿãèâàíèÿ äëÿ åäèíè÷íîé ìàññû íà ðàññòîÿíèè îäèí ìåòð
throw_out_impulse = 1500 ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 600 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 1.2 ;3;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.6 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent = 0.6
tele_height = 10 ;1.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 7000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 4000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 5900
blowout_wind_time_end = 10000;9999
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;zone_mine_gravitational_average
[zone_mine_vortex]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_vortex"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------
max_start_power = 1.10
attenuation = 1
idle_particles = zones_mine\zone_gravity_mine_idle_average
blowout_particles = zones_mine\zone_gravity_mine_hit_average
tearing_particles =anomaly2\body_tear_00
torn_particles =anomaly2\body_tear_01
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\gravity_damage_02_blood2
idle_small_particles = anomaly2\gravity_damage_01_smoke
idle_big_particles = anomaly2\gravity_damage_02_smoke
entrance_small_particles = anomaly2\gravi_anomaly_shield_00
entrance_big_particles = anomaly2\gravi_anomaly_00;
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = drx_da\drx_da_gravi_idle00 ;ïîñòîÿííûé çâóê
blowout_sound = anomaly\gravi_blowout6; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = drx_da\drx_da_anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = drx_da\drx_da_anomaly_gravy_hit1 ;gravi_idle01 ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.02;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 300;1000
blowout_time = 2500
accamulate_time = 1000
blowout_light_time = 2100
blowout_explosion_time = 2100
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 2000;3000;4000 ;ñèëà èìïóëüñà âòÿãèâàíèÿ (äëÿ òåëà 100êã)
throw_out_impulse = 4000; ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 1000;600 800 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 2;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 0.05; 3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 5000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 5000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;zone_mine_gravitational_weak
[zone_mine_blast]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_blast"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_gravi_mine
hit_type = strike
;----------- Anomaly settings -----------------------
max_start_power = 0.55
attenuation = 1
idle_particles = zones_mine\zone_gravity_mine_idle
blowout_particles = anomaly2\gravity_blast_01
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\gravity_damage_02_blood2
idle_small_particles = anomaly2\gravity_damage_01_smoke
idle_big_particles = anomaly2\gravity_damage_02_smoke
entrance_small_particles = anomaly2\gravi_anomaly_shield_00
entrance_big_particles = anomaly2\gravity_entrance_big
idle_sound = drx_da\drx_da_gravi_rumble1; ambient\fx2 ;ïîñòîÿííûé çâóê
blowout_sound = anomaly\anomaly_gravy_blast1; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = drx_da\drx_da_anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = drx_da\drx_da_anomaly_gravy_hit1 ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
awaking_time = 50;100
blowout_time = 500
accamulate_time = 1000 ;10;200
blowout_light_time = 200
blowout_explosion_time = 200
blowout_particles_time = 200
blowout_sound_time = 100
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;zone_mine_thermal
[zone_mine_zharka]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_zharka"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0
postprocess = postprocess_thermal_mine
ef_anomaly_type = 1
ef_weapon_type = 13
;----------- Anomaly settings -----------------------
max_start_power = 0.2
use_secondary_hit = true
secondary_hit_power = 0.008
attenuation = 1
idle_particles = static\buble_distort
blowout_particles = static\zharka_static
hit_small_particles = damage_fx\burn_creatures
hit_big_particles = damage_fx\burn_creatures00
idle_small_particles = damage_fx\burn_creatures
idle_big_particles = damage_fx\burn_creatures00
idle_particles_dont_stop = true;
idle_sound = drx_da\drx_da_fire_idle
blowout_sound = anomaly\zhar_blow
hit_sound = ambient\zhar
entrance_sound = ambient\zhar
hit_type = burn
disable_time = 10000
disable_time_small = -1
disable_idle_time = 50000
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = on
light_color = 1.9,1.6,1.3
light_range = 9.0
light_time = 10
light_height = 2
idle_light = off
idle_light_range = 8.0
idle_light_anim = koster_01
idle_light_height = 0.70
awaking_time = 100
blowout_time = 7000
accamulate_time = 250
blowout_wind = off
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;zone_mine_steam
[zone_mine_vapour]:zone_mine_zharka
$spawn = "zones_eugenium\zone_mine_vapour"
postprocess = postprocess_steam_mine
max_start_power = 0.17
use_secondary_hit = true
secondary_hit_power = 0.01
blowout_particles = static\zharka_static_steam
hit_small_particles = damage_fx\smoke
hit_big_particles = damage_fx\smoke
idle_small_particles = damage_fx\smoke
idle_big_particles = damage_fx\smoke
idle_sound = anomaly\steam
blowout_sound = anomaly\steam_blowout
hit_sound = anomaly\steam_hit
entrance_sound = anomaly\steam_hit
blowout_light = off
@@ -0,0 +1,63 @@
;----------- Àíîìàëèÿ Õâàòàëêà -----------------------
[zone_unknown]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\ameba\hvatalka"
;$prefetch = 64
$def_sphere = 2.5
class = ZS_BFUZZ
visual = dynamics\anomaly\anomaly_hvatalka
min_speed_to_react = 1.00 ; 1.00 < 2.00
ef_anomaly_type = 2
ef_weapon_type = 14
hit_impulse_scale = 01
effective_radius = 1 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
sound = zone_mosquito_bald
postprocess = postprocess_fuzz
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;----------- Anomaly settings -----------------------
;min_start_power = 0.49
max_start_power = 0.5
attenuation = 1
;period = 1
idle_particles = anomaly2\pux_idle
blowout_particles = _samples_particles_\pux_atack
idle_small_particles = anomaly2\effects\gele_00
idle_big_particles = _samples_particles_\pux_atack
blowout_sound = ambient\rnd_outdoor\rnd_fly2
hit_sound = ambient\rnd_outdoor\rnd_fly1
entrance_sound = ambient\rnd_outdoor\rnd_flies_1
hit_type = strike
disable_time = 10000
disable_time_small = -1
disable_idle_time = 50000
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
awaking_time = 100
blowout_time = 7000
accamulate_time = 250
attack_animation_start = 0
attack_animation_end = 5000
blowout_light = off
idle_light = off
;visible_by_detector = on
blowout_wind = off
;ðîæäåíèå àðòåôàêòîâ âî âðåìÿ ñðàáàòûâàíèÿ
;spawn_blowout_artefacts = off
@@ -0,0 +1,44 @@
; Wildcard test, uncomment below to enable, delete everything else under below
;#include "zone_*.ltx"
#include "zone_base.ltx"
#include "zone_campfire.ltx"
#include "zone_burningfuzz.ltx"
#include "zone_minefield.ltx"
#include "zone_nogravity.ltx"
#include "zone_teleport.ltx"
#include "zone_fireball.ltx"
#include "zone_generator.ltx"
#include "zone_field_acidic.ltx"
#include "zone_field_psychic.ltx"
#include "zone_field_radioactive.ltx"
#include "zone_field_thermal.ltx"
#include "zone_mine_acidic.ltx"
#include "zone_mine_electric.ltx"
#include "zone_mine_gravitational.ltx"
#include "zone_mine_thermal.ltx"
#include "zone_monolith.ltx"
#include "zone_liana.ltx"
#include "zone_hvatalka.ltx"
#include "zone_studen.ltx"
#include "zone_mosquitobald.ltx"
#include "zone_unknow.ltx"
;Eugenium Hazarous Anomalies
;Brand New
#include "zone_mine_sphere.ltx"
#include "zone_mine_mefistotel.ltx"
#include "zone_mine_point.ltx"
#include "zone_mine_radar.ltx"
#include "zone_mine_flash.ltx"
#include "zone_mine_ghost.ltx"
#include "zone_mine_net.ltx"
#include "zone_mine_gold.ltx"
#include "zone_mine_green_dragon.ltx"
#include "zone_mine_darkness.ltx"
;Updated
#include "zone_mine_updated.ltx"
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\darkness_idle_00
flags = 102
on_birth_child = eugenium_anomalies\effects\darkness_idle_01
on_death_child = monsters\effects\polter_glow_00
on_play_child = eugenium_anomalies\effects\darkness_idle_02
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,33 @@
[_group]
effects_count = 3
flags = 0
timelimit = 3.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\flash_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\flash_blast_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0002]
effect_name = eugenium_anomalies\effects\flash_blast_02
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,24 @@
[_group]
effects_count = 2
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\flash_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\flash_idle_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 1.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\flash_shield_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 1.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\ghost_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,24 @@
[_group]
effects_count = 2
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\ghost_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\ghost_idle_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,51 @@
[_group]
effects_count = 5
flags = 0
timelimit = 2.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\gold_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\gold_blast_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0002]
effect_name = eugenium_anomalies\effects\gold_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0003]
effect_name = eugenium_anomalies\effects\gold_blast_02
flags = 68
on_birth_child =
on_death_child = eugenium_anomalies\effects\gold_blast_03
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0004]
effect_name = eugenium_anomalies\effects\gold_blast_01
flags = 36
on_birth_child = eugenium_anomalies\effects\gold_blast_03
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,51 @@
[_group]
effects_count = 5
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\gold_blast_02
flags = 38
on_birth_child = eugenium_anomalies\effects\gold_blast_03
on_death_child =
on_play_child = eugenium_anomalies\effects\gold_idle_00
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\gold_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0002]
effect_name = eugenium_anomalies\effects\gold_idle_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0003]
effect_name = eugenium_anomalies\effects\gold_blast_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0004]
effect_name = eugenium_anomalies\effects\gold_idle_02
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 3.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\green_dragon_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,24 @@
[_group]
effects_count = 2
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\green_dragon_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\green_dragon_idle_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 1.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\mefistotel_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,33 @@
[_group]
effects_count = 3
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\mefistotel_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\mefistotel_idle_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0002]
effect_name = eugenium_anomalies\effects\mefistotel_idle_02
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,24 @@
[_group]
effects_count = 2
flags = 0
timelimit = 1.500000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\mefistotel_shield_02
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\mefistotel_shield_01
flags = 36
on_birth_child = eugenium_anomalies\effects\mefistotel_shiled_00
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 1.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\net_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\net_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 1.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\net_shield_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,24 @@
[_group]
effects_count = 2
flags = 0
timelimit = 5.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\point_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\point_blast_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,24 @@
[_group]
effects_count = 2
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\point_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = eugenium_anomalies\effects\point_idle_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 1.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\radar_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\radar_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 3.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\sphere_blast_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,15 @@
[_group]
effects_count = 1
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = eugenium_anomalies\effects\sphere_idle_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
@@ -0,0 +1,125 @@
[_effect]
action_count = 8
flags = 294913
max_particles = 60
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 4.900000
version = 1
[action_0001]
action_name = gravity
action_type = 8
bool_0000 = off
flags = 3
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0002]
action_name = turbulence
action_type = 30
flags = 1
flt_0000 = 0.050000
flt_0001 = 1.000000
flt_0002 = 0.910000
int_0000 = 6
vec_0000 = 1.000000, 1.000000, 1.000000
version = 1
[action_0003]
action_name = orbitpoint_1
action_type = 14
bool_0000 = on
flags = 3
flt_0000 = 0.010000
flt_0001 = 6.000000
flt_0002 = 4.000000
vec_0000 = -0.400000, 2.000000, 0.000000
version = 1
[action_0004]
action_name = orbitpoint_2
action_type = 14
bool_0000 = on
flags = 3
flt_0000 = 0.130000
flt_0001 = 6.000000
flt_0002 = 4.000000
vec_0000 = 0.400000, 2.000000, 0.000000
version = 1
[action_0005]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.030000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 15.000000
flt_0004 = 0.000000
version = 1
[action_0006]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.900000
flt_0001 = 0.010000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0007]
action_name = move
action_type = 12
flags = 3
version = 1
[align_to_path]
default_rotation = -1.570796, 0.000000, 0.000000
[domain_action_0005_0000]
type = 1
v0 = 0.074510, 0.074510, 0.082353
v1 = 0.074510, 0.074510, 0.082353
v2 = 0.000000, 1.000000, 0.000000
[domain_action_0005_0001]
type = 5
v0 = 0.000000, 2.000000, 0.000000
v1 = 0.900000, 2.200000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0002]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0003]
type = 0
v0 = 0.100000, 0.100000, 0.100000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0004]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.550000, 3.500000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\blend
texture = pfx\pfx_smoke_a
[velocity_scale]
value = 0.000000, 0.000000, 0.000000
@@ -0,0 +1,105 @@
[_effect]
action_count = 7
flags = 20481
max_particles = 5
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.200000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.190000
flt_0002 = 0.000000
flt_0003 = 33.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 18.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.035294, 0.007843, 0.121569
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 3.000000, 3.000000, 3.000000
version = 1
[action_0004]
action_name = gravity
action_type = 8
bool_0000 = off
flags = 1
vec_0000 = 0.000000, 0.800000, 0.000000
version = 1
[action_0005]
action_name = targetrotate
action_type = 25
flags = 0
flt_0000 = 0.030000
vec_0000 = 12.330334, 0.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.100000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 36.000000, -1.000000, -1.000000
v1 = 6.000000, 1.000000, 1.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.300000, 0.300000, 1.000000
v1 = 0.500000, 0.500000, 0.500000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\add
texture = pfx\pfx_lightning_02
[timelimit]
value = 0.200000
@@ -0,0 +1,114 @@
[_effect]
action_count = 8
flags = 16385
max_particles = 5
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 1.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = off
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.100000
flt_0003 = 60.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 2.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.074510, 0.074510, 0.082353
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 2.000000, 2.000000, 0.000000
version = 1
[action_0004]
action_name = gravity
action_type = 8
bool_0000 = off
flags = 1
vec_0000 = 0.000000, -2.000000, 0.000000
version = 1
[action_0005]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.030000
vec_0000 = -0.640522, 0.000000, 0.000000
version = 1
[action_0006]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 3.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0007]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.074510, 0.074510, 0.082353
v1 = 0.300000, 0.300000, 3.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.100000, 0.500000
v2 = 0.400000, 0.400000, 0.400000
[domain_action_0001_0002]
type = 1
v0 = 36.000000, -1.000000, -1.000000
v1 = 6.000000, 1.000000, 1.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.100000, 0.100000, 0.000000
v1 = 0.300000, 0.300000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.500000, 1.000000, 0.000000
v2 = 0.050000, 0.000000, 0.000000
[sprite]
shader = particles\blend
texture = pfx\pfx_bloodsplash1
[timelimit]
value = 4.000000
@@ -0,0 +1,97 @@
[_effect]
action_count = 6
flags = 16385
max_particles = 70
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.500000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.300000
flt_0002 = 0.000000
flt_0003 = 3000.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 3.500000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 1.000000, 1.000000, 1.000000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 9.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 5
v0 = 0.000000, 0.500000, 0.000000
v1 = 2.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -30.000000, -30.000000, -30.000000
v1 = 30.000000, 30.000000, 30.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 1.200000, 3.300000, 0.500000
v1 = 1.500000, 3.900000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 10.000000, 0.000000
v2 = 10.000000, 20.000000, 0.000000
[sprite]
shader = particles\xadd
texture = pfx\pfx_lightning_01, pfx\pfx_distortion
[timelimit]
value = 0.100000
@@ -0,0 +1,106 @@
[_effect]
action_count = 7
flags = 16385
max_particles = 70
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 2.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.150000
flt_0002 = 0.000000
flt_0003 = 3000.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.500000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 1.000000, 1.000000, 1.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 3.000000, 3.000000, 3.000000
version = 1
[action_0004]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 5.000000
vec_0000 = -0.093000, 0.400000, -0.082000
version = 1
[action_0005]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.050000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 5
v0 = 0.000000, 0.500000, 0.000000
v1 = 3.000000, 0.000000, 0.000000
v2 = 1.000000, 2.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -30.000000, -30.000000, -30.000000
v1 = 30.000000, 30.000000, 30.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 1.000000, 1.000000, 1.000000
v1 = 1.900000, 1.900000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 5
v0 = 0.000000, 0.500000, 0.000000
v1 = 0.000000, 10.000000, 0.000000
v2 = 37.000000, 41.000000, 0.000000
[sprite]
shader = particles\blend
texture = pfx\pfx_smoke_a
[timelimit]
value = 0.100000
@@ -0,0 +1,97 @@
[_effect]
action_count = 6
flags = 16385
max_particles = 70
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.500000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.300000
flt_0002 = 0.000000
flt_0003 = 3000.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 3.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 1.000000, 1.000000, 1.000000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.030000
vec_0000 = -38.573868, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.170000, 0.175000, 0.150000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 5
v0 = 0.000000, 0.500000, 0.000000
v1 = 3.000000, 0.000000, 0.000000
v2 = 2.000000, 2.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -30.000000, -30.000000, -30.000000
v1 = 30.000000, 30.000000, 30.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 1.200000, 3.300000, 0.500000
v1 = 1.500000, 3.900000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 5.000000, 10.000000, 0.000000
v2 = 10.000000, 20.000000, 0.000000
[sprite]
shader = particles\xdistort
texture = pfx\pfx_distortion
[timelimit]
value = 0.100000
@@ -0,0 +1,131 @@
[_effect]
action_count = 9
flags = 2134017
max_particles = 100
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.500000
version = 1
[action_0001]
action_name = scatter
action_type = 31
bool_0000 = on
flags = 1
flt_0000 = 22.000000
flt_0001 = 3000.000000
flt_0002 = 1.800000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0002]
action_name = damping
action_type = 4
flags = 1
flt_0000 = 80.000000
flt_0001 = 1.000000
vec_0000 = -17.000000, -17.000000, -17.000000
version = 1
[action_0003]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.800000
flt_0002 = 0.000000
flt_0003 = 300.000000
flt_0004 = 0.000000
version = 1
[action_0004]
action_name = sink
action_type = 19
bool_0000 = on
bool_0001 = on
flags = 1
version = 1
[action_0005]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.180000
flt_0001 = 6.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.019608, 0.035294, 0.105882
version = 1
[action_0006]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 0.500000, 0.500000, 0.500000
vec_0001 = 3.000000, 3.000000, 3.000000
version = 1
[action_0007]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.500000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0008]
action_name = move
action_type = 12
flags = 1
version = 1
[align_to_path]
default_rotation = -1.570796, 0.000000, 0.000000
[domain_action_0003_0000]
type = 5
v0 = 0.772549, 0.988235, 0.521569
v1 = 0.823530, 1.000000, 0.576471
v2 = 1.000000, 1.000000, 1.000000
[domain_action_0003_0001]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0002]
type = 1
v0 = 5.235988, 5.235988, 5.235988
v1 = -5.235988, -5.235988, -5.235988
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0003]
type = 1
v0 = 1.500000, 1.500000, 1.500000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0004]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = -4.000000, -4.000000, -4.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0004_0000]
type = 4
v0 = -2.000000, 0.000000, -2.000000
v1 = 2.000000, -1.000000, 2.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\xdistort
texture = pfx\pfx_flash_05
@@ -0,0 +1,169 @@
[_effect]
action_count = 10
flags = 4097
max_particles = 100
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.600000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.380000
flt_0002 = 0.000000
flt_0003 = 100.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.380000
flt_0002 = 0.000000
flt_0003 = 100.000000
flt_0004 = 0.000000
version = 1
[action_0003]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 1.000000
vec_0000 = 0.000000, 3.000000, 0.000000
version = 1
[action_0004]
action_name = targetsize
action_type = 24
flags = 0
vec_0000 = 1.000000, 1.000000, 1.000000
vec_0001 = 15.000000, 15.000000, 15.000000
version = 1
[action_0005]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.009000
flt_0001 = 0.800000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.133333, 0.243137, 0.313726
version = 1
[action_0006]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.050000
vec_0000 = 6.283186, 0.000000, 0.000000
version = 1
[action_0007]
action_name = vortex
action_type = 29
bool_0000 = on
flags = 1
flt_0000 = 0.001000
flt_0001 = 10.000000
flt_0002 = 10.000000
vec_0000 = 0.000000, 5.000000, 0.000000
vec_0001 = 0.000000, 3.000000, 0.000000
version = 1
[action_0008]
action_name = orbitpoint
action_type = 14
bool_0000 = off
flags = 1
flt_0000 = 0.001000
flt_0001 = 1000.000000
flt_0002 = 3.000000
vec_0000 = 0.000000, 20.000000, 0.000000
version = 1
[action_0009]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 9
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 2.000000, 0.000000
v2 = 0.000000, 4.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -0.087266, -0.087266, -0.087266
v1 = 0.087266, 0.087266, 0.087266
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 1.000000, 1.000000, 1.000000
v1 = 2.000000, 2.000000, 2.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 7
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 2.000000, 5.000000, 0.000000
[domain_action_0002_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0002_0001]
type = 9
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 2.000000, 0.000000
v2 = 0.000000, 4.000000, 0.000000
[domain_action_0002_0002]
type = 1
v0 = -0.087266, -0.087266, -0.087266
v1 = 0.087266, 0.087266, 0.087266
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0002_0003]
type = 1
v0 = 1.000000, 1.000000, 1.000000
v1 = 2.000000, 2.000000, 2.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0002_0004]
type = 7
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 2.000000, 5.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = pfx\pfx_smoke_a
@@ -0,0 +1,84 @@
[_effect]
action_count = 4
flags = 282625
max_particles = 7
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.300000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.850000
flt_0002 = 0.000000
flt_0003 = 17.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 2.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 1
v0 = 1.000000, 1.000000, 1.000000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 0.080000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 1.000000, 0.000000
[domain_action_0001_0002]
type = 0
v0 = -3.141593, 0.000000, 0.000000
v1 = 6.000000, 1.000000, 1.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 3.500000, 3.500000, 3.500000
v1 = 3.000000, 3.000000, 3.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = glow\glow_white
[timelimit]
value = 0.100000
[velocity_scale]
value = 0.000000, 0.020000, 0.000000
@@ -0,0 +1,97 @@
[_effect]
action_count = 6
flags = 16385
max_particles = 70
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.500000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.300000
flt_0002 = 0.000000
flt_0003 = 3000.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 3.500000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 3.000000, 3.000000, 3.000000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 9.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.725490, 0.992157, 0.490196
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 5
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.200000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -30.000000, -30.000000, -30.000000
v1 = 30.000000, 30.000000, 30.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 1.000000, 1.000000, 1.000000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 9
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.100000, 0.000000
v2 = 10.000000, 20.000000, 0.000000
[sprite]
shader = particles\xadd
texture = pfx\pfx_spikey_star
[timelimit]
value = 0.100000
@@ -0,0 +1,105 @@
[_effect]
action_count = 7
flags = 264193
max_particles = 73
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.700000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 27.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 2.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 5.000000, 5.000000, 5.000000
vec_0001 = 0.700000, 0.700000, 0.700000
version = 1
[action_0004]
action_name = gravity
action_type = 8
bool_0000 = off
flags = 1
vec_0000 = 0.000000, 0.500000, 0.000000
version = 1
[action_0005]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.030000
vec_0000 = -23.719108, 0.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.282353, 1.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 36.000000, -1.000000, -1.000000
v1 = 6.000000, 1.000000, 1.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 0
v0 = 2.000000, 2.000000, 2.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 7
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.033000, 0.000000
v2 = 0.030000, 0.000000, 0.000000
[sprite]
shader = particles\add
texture = pfx\pfx_anomaly_1
[velocity_scale]
value = 0.000000, 0.020000, 0.000000
@@ -0,0 +1,107 @@
[_effect]
action_count = 6
flags = 66561
max_particles = 100
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 4.000000
version = 1
[action_0001]
action_name = orbitpoint
action_type = 14
bool_0000 = on
flags = 1
flt_0000 = 0.100000
flt_0001 = 3.000000
flt_0002 = 9999999980506447.872000
vec_0000 = 0.000000, 1.000000, 0.000000
version = 1
[action_0002]
action_name = gravitate
action_type = 7
flags = 0
flt_0000 = 0.100000
flt_0001 = 0.001000
flt_0002 = 9999999980506447.872000
version = 1
[action_0003]
action_name = speedlimit
action_type = 22
flags = 1
flt_0000 = 3.000000
flt_0001 = 0.000000
version = 1
[action_0004]
action_name = move
action_type = 12
flags = 1
version = 1
[action_0005]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 10.000000
flt_0004 = 0.000000
version = 1
[collision]
collide_resilence = 0.800000
collide_sqr_cutoff = 0.000000
one_minus_friction = 0.900000
[domain_action_0005_0000]
type = 0
v0 = 0.454902, 1.000000, 0.384314
v1 = 1.000000, 1.000000, 1.000000
v2 = 1.000000, 1.000000, 1.000000
[domain_action_0005_0001]
type = 5
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.000000, 2.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0002]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0003]
type = 0
v0 = 0.400000, 0.400000, 0.400000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0004]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[frame]
dim_x = 1
frame_count = 8
reserved = 0.000000, 0.000000
speed = 32.000000
tex_size = 1.000000, 1.000000
[sprite]
shader = particles\add
texture = glow\glow_white
@@ -0,0 +1,103 @@
[_effect]
action_count = 7
flags = 2049
max_particles = 20
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 1.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.680000
flt_0002 = 0.000000
flt_0003 = 8.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 3
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.003922, 0.003922, 0.003922
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 2.000000, 2.000000, 2.000000
vec_0001 = 1.500000, 1.500000, 1.500000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.012800
vec_0000 = 50.837220, 0.000000, 0.000000
version = 1
[action_0005]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 0.000000
vec_0000 = 0.000000, 1.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 0.749020, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 9
v0 = 0.000000, -0.050000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 1.650000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -137.000000, -1.000000, -1.000000
v1 = 137.000000, 1.000000, 1.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.300000, 0.300000, 0.300000
v1 = 0.150000, 0.150000, 0.100000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 1
v0 = 0.000000, 0.250000, 0.000000
v1 = 0.000000, 0.500000, 0.000000
v2 = 0.300000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = pfx\pfx_anomaly_1
@@ -0,0 +1,81 @@
[_effect]
action_count = 4
flags = 266241
max_particles = 7
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.300000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.850000
flt_0002 = 0.000000
flt_0003 = 17.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 2.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 1
v0 = 0.749020, 0.474510, 0.109804
v1 = 1.000000, 0.823530, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 9
v0 = 0.000000, 0.080000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 1.000000, 0.000000
[domain_action_0001_0002]
type = 0
v0 = -3.141593, 0.000000, 0.000000
v1 = 6.000000, 1.000000, 1.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 3.500000, 3.500000, 3.500000
v1 = 3.000000, 3.000000, 3.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = glow\glow_fire1
[velocity_scale]
value = 0.000000, 0.020000, 0.000000
@@ -0,0 +1,96 @@
[_effect]
action_count = 5
flags = 2132993
max_particles = 8
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.900000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = off
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 6.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.600000
flt_0001 = 0.480000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 1.000000, 0.988235, 0.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 2.000000, 2.000000, 2.000000
vec_0001 = 1.000000, 1.000000, 1.000000
version = 1
[action_0004]
action_name = move
action_type = 12
flags = 1
version = 1
[align_to_path]
default_rotation = -1.570796, 0.000000, 0.000000
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 0.988235, 0.000000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 9
v0 = 0.000000, 0.050000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 1.500000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 1.745329, 1.745329, 1.745329
v1 = -1.745329, -1.745329, -1.745329
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.390000, 0.390000, 0.100000
v1 = 0.450000, 0.450000, 0.450000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.001000, 0.000000
v1 = 0.000000, 0.000000, 6.000000
v2 = 6.000000, 6.000000, 0.000000
[frame]
dim_x = 4
frame_count = 8
reserved = 0.000000, 0.000000
speed = 6.000000
tex_size = 0.250000, 0.500000
[sprite]
shader = particles\alpha_add
texture = pfx\pfx_anomaly_2_green
@@ -0,0 +1,95 @@
[_effect]
action_count = 6
flags = 16385
max_particles = 3
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 1.200000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.300000
flt_0003 = 28.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 2.000000, 2.000000, 2.000000
vec_0001 = 0.500000, 0.780000, 1.000000
version = 1
[action_0003]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 3.000000
vec_0000 = 0.000000, -0.890000, 0.000000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.012000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 0.000000, 0.000000
v1 = 0.509804, 0.541176, 0.556863
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 0
v0 = 0.000000, -0.060000, 0.000000
v1 = 0.000000, 0.034000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = -15.707963, -15.707963, -15.707963
v1 = 24.085544, 24.085544, 24.085544
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.380000, 0.380000, 0.150000
v1 = 0.380000, 0.480000, 0.380000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 1
v0 = 0.000000, 1.500000, 0.000000
v1 = 0.000000, 3.500000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = pfx\pfx_specks_poison
[timelimit]
value = 0.100000
@@ -0,0 +1,100 @@
[_effect]
action_count = 6
flags = 2146305
max_particles = 2
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 2.500000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = off
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 28.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 1.000000, 1.000000, 1.000000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.080000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[align_to_path]
default_rotation = -1.570796, 0.000000, 0.000000
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 9
v0 = 0.000000, 0.060000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.050000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 5.235988, 5.235988, 5.235988
v1 = -5.235988, -5.235988, -5.235988
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.120000, 0.120000, 0.100000
v1 = 0.150000, 0.150000, 0.150000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.001000, 0.000000
v1 = 0.000000, 0.000000, 6.000000
v2 = 6.000000, 6.000000, 0.000000
[sprite]
shader = particles\xdistort
texture = pfx\pfx_dist3
[timelimit]
value = 0.250000
@@ -0,0 +1,97 @@
[_effect]
action_count = 6
flags = 2129921
max_particles = 8
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 2.500000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = off
bool_0001 = on
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 4.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.100000
flt_0001 = 0.680000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.388235, 0.388235, 0.388235
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 1.000000, 1.000000, 1.000000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.080000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[align_to_path]
default_rotation = -1.570796, 0.000000, 0.000000
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 9
v0 = 0.000000, 0.060000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 1.500000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 6.806784, 6.806784, 6.806784
v1 = -6.806784, -6.806784, -6.806784
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.142000, 0.142000, 0.180000
v1 = 0.175000, 0.175000, 0.175000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.001000, 0.000000
v1 = 0.000000, 0.000000, 6.000000
v2 = 6.000000, 6.000000, 0.000000
[sprite]
shader = particles\xdistort
texture = pfx\pfx_distortion
@@ -0,0 +1,108 @@
[_effect]
action_count = 7
flags = 1
max_particles = 20
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.900000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 3
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 40.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 1.500000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 1.000000, 1.000000, 1.000000
version = 1
[action_0003]
action_name = gravity
action_type = 8
bool_0000 = on
flags = 1
vec_0000 = 0.000000, 3.000000, 0.000000
version = 1
[action_0004]
action_name = targetvelocity
action_type = 27
bool_0000 = off
flags = 1
flt_0000 = 4.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = randomaccel
action_type = 15
bool_0000 = on
flags = 1
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 5
v0 = 0.000000, 0.100000, 0.000000
v1 = 0.300000, 1.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.300000, 0.300000, 1.000000
v1 = 0.100000, 0.100000, 0.100000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 9
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 5.000000, 0.000000
[domain_action_0005_0000]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 10.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\xdistort
texture = pfx\pfx_dist2
@@ -0,0 +1,89 @@
[_effect]
action_count = 5
flags = 16385
max_particles = 2
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 0.100000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.800000
flt_0002 = 0.000000
flt_0003 = 1000.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 10.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 12.000000, 12.000000, 0.000000
vec_0001 = 18.000000, 18.000000, 18.000000
version = 1
[action_0004]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.098039, 1.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = pfx\pfx_flash_01
[timelimit]
value = 0.100000
@@ -0,0 +1,110 @@
[_effect]
action_count = 7
flags = 16385
max_particles = 40
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 15.000000
version = 1
[action_0001]
action_name = vortex
action_type = 29
bool_0000 = on
flags = 1
flt_0000 = 0.001000
flt_0001 = 10.000000
flt_0002 = 10.000000
vec_0000 = 0.000000, 3.000000, 0.000000
vec_0001 = 0.000000, 3.000000, 0.000000
version = 1
[action_0002]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.000000
flt_0003 = 90.000000
flt_0004 = 0.000000
version = 1
[action_0003]
action_name = gravity
action_type = 8
bool_0000 = on
flags = 1
vec_0000 = 0.000000, 0.010000, 0.000000
version = 1
[action_0004]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 9.000000
flt_0002 = 0.000000
flt_0003 = 1.000000
vec_0000 = 0.000000, 1.000000, 0.094118
version = 1
[action_0005]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 0.150000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0002_0000]
type = 0
v0 = 0.000000, 1.000000, 0.094118
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0002_0001]
type = 5
v0 = 0.000000, 2.000000, 0.000000
v1 = 3.000000, 1.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0002_0002]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0002_0003]
type = 0
v0 = 1.000000, 1.000000, 1.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0002_0004]
type = 0
v0 = 0.000000, 0.000000, 0.400000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = pfx\pfx_specks
[timelimit]
value = 6.000000

Some files were not shown because too many files have changed in this diff Show More