Particles
json
"Particles": [
{
// Optional, to identify a particle if you want to duplicate it around
"Name": "Example particle",
// Physical - Ricochet, strong friction, gravity
// Skid - Ricochet, low friction, no gravity
// Smoke - Ricochet, medium friction, no gravity, velocity reduces over time
// Soltrium - Phases through walls, no gravity; likely used when a voxel with the `explosive` attribute explodes
"Type": "physical",
// Spawn 2 particles every 500ms
"Amount": 2,
"Interval": 500,
// Particles are spawned at each of these positions
"Positions": [
[ 1.0, 2.0, 3.0],
],
// Optional, The position in the array above will be removed when the respective block below is destroyed
"Block": [
[ 1, 2, 3],
],
// Optional, Spawn particles randomly around each Position
// e.g. in a 0.4 block radius around each Position in the X and Y axis
// None - No spread
// Sphere - Spherical spread
// Box - Box spread
"OffsetType": "none",
"Offset": [ 0.0, 0.0, 0.0],
// Optional, Spawn N particles in one random spot, rather than N particles each in random spots. Each particle still
// has random velocity
"Clumped": false,
// Each particle's velocity = Velocity + (random value between -Deviation and Deviation)
// i.e. X velocity is a random value between -0.005 and 0.005
// i.e. Y velocity is a random value between 0 and 0.01
// i.e. Z velocity is a random value between 0.005 and 0.015
// Velocity is VERY strong, < 0.1 is often enough
"Velocity": [0, 0.005, 0.01],
"Deviation": [0.005, 0.005, 0.005],
// RGBA colour of the particle (A represents bloom strength)
"Colour": [200, 200, 200, 0],
// [Physical | Skid] Minimum and max lifetime of this particle in milliseconds
// When N particles are spawned, their lifetimes are evenly spread out across this range,
// i.e. if 3 particles are spawned, the 1st will last 500ms, the 2nd will last 750ms and the 3rd will last 1000ms
"Lifetime": {
"Min": 500,
"Max": 1000
},
// [Soltrium] Minimum and maximum multiplier for every frame the particle's scale is multiplied by
// When N particles are spawned, their decay values are evenly spread out across this range,
// i.e. if 3 particles are spawned, the 1st will lose 7% scale each frame, the 2nd will lose 6% scale each frame and
// the 3rd will lose 5% scale each frame
"Decay": {
"Min": 0.93,
"Max": 0.95
},
// The scale (size) of the particle in voxels(?)
"Scale": 0.1
}
],