Skip to content

FinalDamageState

The last animation state at which a flame particle still burns what it drifts over.

Specification
Applies to
ParticleType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
InheritedThe value EndStateAI carries in the same section.

A Fire particle checks its state against this one before it applies Damage, so a flame that has burned past the state named here drifts on and scorches nothing. Since a state only ever climbs, the check is one-way: once a flame is past it, it never damages again. Gas and Web particles run their own damage paths and never consult it.

A flame marked Normalized=yes also uses the figure to pace itself, dividing its flight time by one more than this value. A value at or above the state the flame actually reaches leaves the sequence damaging for its whole length.

The default is not a fixed number but whatever EndStateAI holds in the same section, taken as that key is read. A layer that changes the end state and does not repeat this key moves both together; a layer that reopens the section for any other reason and omits both keys returns this one to the end state, discarding a shorter damage window set earlier.