You can add effects from the control panel (Tools…Effect…). You can edit existing effects by right clicking selecting Edit Enemy Type.
Only one effect at a time may be selected and edited.
Add: Add a pre-defined particle, or duplicate the current particle. Adding all the pre-defined particles will give you a standard explosion.
Delete: Delete the currently selected particle from the particle list.
Repeat: Repeat this effect over and over along the entire path. The repeat rate is in seconds in the box to the right.
Up/Down: Move a particle up or down in the particle list.
Particle list: This is a list of all particles in the effect. The currently selected particle is highlighted in blue.
Particle texture combo box: The particle texture. The name is displayed in the particle list box. The “…” button to the right allows you to load new textures, and rename or delete them. It also allows you to replace all textures in the game with a different texture.
Count: The number of times this particle is to be generated each time the effect is triggered. Displayed as the second parameter in the particle list box (for instance, in the above effect, the spark is generated 25 times).
On top: When unchecked, the particle is generated under all other objects. When checked, the particle is generated above all other objects.
Color: The effect starts at the color in the box to the left, and then fades to the color in the box to the right.
Time: The time the effect lasts for. The three boxes represent 1) fade in time, 2) stay time, and 3) fade out time. The particle will last for the sum of all three boxes. When RND is checked, the particle time is randomized. This makes for more realistic explosions because the particle velocities will be random.
Size: The size of the particle. The two boxes represent 1) size at the start, and 2) size at the end. When RND is checked, the size is randomized (from zero to the size in the box).
Radius: The radius (random angle) from the location of the effect. The two boxes represent 1) radius at the start, and 2) radius at the end. When RND is checked, the location within the radius is randomized (and the particles are scattered). When RND is unchecked, the location is not randomized, and the particles will form a circle.
Spin: The speed of particle spin. When RND is checked, the speed of particle spin is randomized.
Bright: The opaqueness of the particle. 100% = opaque. 0% = transparent.
Path color B/E: When checked, the particle color (see color above) will be ignored, and the color from the path will be used instead. The first check box overrides the particle color start, and the second check box overrides the particle color end. This can be used to make repeated effects change color as they move along the path.
Offset (X,Y): The offset of the particle from the location of the effect. This can be used to make the particles appear away from the center of the effect.
Velocity (X, Y): The velocity of the particle. This can be used to make the particles float in any direction. When combined with the radius above, the particles can be made to float and spread out.
Midi: When checked, this particle will only be triggered when a midi event occurs. Extra information is added to the particle:
Note length: When checked, the the total not time is adjusted to match the note length. Only the stay time (middle time box) is adjusted.
View: When clicked, the view button displays the currently playing midi file.
Notes: The note channel and note range that this particle is triggered on. In the above picture, this particle is triggered when any note is played on channel 1. Entering “3:2C# 4:2E” would trigger the particle on notes in the range of 2C# to 2E on channel 3. Entering “5:3D” would trigger the particle for only one note (octave 3, D, channel 5).
XY: An offset to be applied to each note based on its note and octave.