Skip to content

NextParticle

The particle type created in place of this one when it expires.

Specification
Applies to
ParticleType
File
rules.ini
Section
[<ObjectType ID>]
Value
string
When omitted
none
rules.ini
[MYGASCLOUD] ; a ParticleType registered in [Particles]
Image=CLOUD1
BehavesLike=Gas
MaxEC=1000
NextParticle=MYGASTHIN ; a thinner cloud takes its place as it expires
[MYGASTHIN] ; a ParticleType registered in [Particles]
Image=CLOUD1D
BehavesLike=Gas
MaxEC=50
DeleteOnStateLimit=yes ; the chain ends here: no NextParticle

Whether a successor appears at all is decided by the system holding the particle, not by the particle. A gas, weak gas or web system replaces each expiring particle with one successor, placed at NextParticleOffset from where the original died. A smoke system replaces it with two, thrown out to either side by Radius and ignoring the offset. Fire, spark and railgun systems never create successors, so the setting is inert on any type they hold.

The successor inherits the speed its predecessor had reached, and in a gas or web system its accumulated drift as well, so a chain keeps its momentum rather than restarting. It does not inherit anything else: lifetime, damage, behavior and artwork all come from the successor’s own section. NextParticle=<none> clears the setting; NextParticle=none does not — that name, like any other the game has not heard of, silently registers a new particle type with nothing configured in it, so its particles do nothing and vanish on their first frame.