NextParticle
The particle type created in place of this one when it expires.
- Applies to
- ParticleType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- string
- When omitted
none
[MYGASCLOUD] ; a ParticleType registered in [Particles]Image=CLOUD1BehavesLike=GasMaxEC=1000EndStateAI=28NextParticle=MYGASTHIN ; a thinner cloud takes its place as it expires
[MYGASTHIN] ; a ParticleType registered in [Particles]Image=CLOUD1DBehavesLike=GasMaxEC=50EndStateAI=12DeleteOnStateLimit=yes; no NextParticle, so the chain ends hereThe particle system holding the particle decides whether a successor appears, and how many:
- A gas, weak gas or web system replaces each expiring particle with one successor, placed at
NextParticleOffsetfrom the point where the original expired. - A smoke system replaces it with two, thrown to either side by this type’s
Radius. It ignores the offset. - Fire, spark and railgun systems create no successors, so the setting has no effect on the types they hold.
A successor keeps the speed its predecessor had reached. Only a Smoke or Fire successor moves by that speed; Gas, WeakGas and Web particles do not move by speed at all. In a gas, weak gas or web system the successor also keeps the sideways drift the predecessor had built up. In a smoke system the successor usually starts one step more translucent, as Translucency describes. Everything else, including lifetime, damage, behavior and artwork, comes from the successor’s own section.
NextParticle=<none> clears the setting. Any other name the game has not seen, none included, registers a new particle type under that name. That type reads a section of the same name if the rules have one, even when [Particles] does not list it. With no such section, its particles do nothing and disappear after their first frame.