effect NAME // unique desired name of the effect type alphastatic/static/spark/beam/ rain/raindecal/snow/bubble/ blood/decal/entityparticle // type of particle to spawn (defines some aspects of behavior) count f // total count of particles to create countabsolute f // absolute total particles to ever create color h h (HEX) // range of colors to choose from in hex RRGGBB (like HTML color tags), randomly interpolated at spawn tex i i // a random texture is chosen in this range (note the second value is one past the last choosable // so for example 8,16 chooses any from 8 up and including 15) if start and end of the range are the same // no randomization is done size start end timescale (floats) // range of size values randomly chosen when spawning sizeincrease f // size increase over time alpha start end ? // range of alpha values randomly chosen when spawning, plus alpha fade time f f // how long the particle should live (note it is also removed if alpha drops to 0) gravity f // how much gravity affects this particle (negative makes it fly up!) bounce f // how much bounce the particle has when it hits a surface, if negative the particle is removed on impact airfriction f // if in air this friction is applied, if negative the particle accelerates liquidfriction f // if in liquid (water/slime/lava) this friction is applied, if negative the particle accelerates originoffset x y z // origin offset from the original origin velocityoffset x y z // velocity offset from the original velocity originjitter x y z // random origin for the particle to be spawned at velocityjitter x y z // random velocity for the particle to have velocitymultiplier x // velocity multiplier lightradius f // an effect can also spawn a dlight, light radius lightradiusfade f // light falloff lighttime f // duration of the light lightcolor r g b (floats) // light colour lightshadow i // if the light casts shadows lightcubemapnum i // cubemap to use for the light underwater // effect is for underwater only notunderwater // effect is for out of water only trailspacing f // causes the particle to spawn in an evenly spaced line from originmins to originmaxs // (causing them to describe a trail, not a box)