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Sound categories for effects #63

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2 changes: 2 additions & 0 deletions wiki/CreatingEffects.md
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@ effect <name>
sprite <name>
[sprite properties...]
sound <name>
"sound category" <category>
lifetime <frames#>
"random lifetime" <frames#>
"velocity scale" <scale#>
Expand All @@ -32,6 +33,7 @@ The sprite to use for this affect. Details on this definition can be found on th
As with the sprite attributes, you should only include whichever attributes you actually want to use.

* `sound <name>`: When the effect is created, this sound is played. (This happens even if the effect does not define a sprite.)
* `"sound category" <category>`: What category the effect's sound should play as. Different categories might have different volume levels configured by the user. The category must be one of `ui`, `weapon`, `engine`, `jump`, `explosion` or `environment`. **(v. 0.10.11)**
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* `lifetime <frames#>`: How long the effect should last, in 60ths of a second.
* `"random lifetime" <frames#>`: A random number of frames (60ths of a second) up to this amount will be added to each effect's lifetime. **(v. 0.9.13)**
* `"velocity scale" <scale#>`: Without this, an effect will have the same velocity as the ship or projectile that "created" it. If this is defined, its velocity will be multiplied by this amount. Use a negative number to have the effect "bounce" in the opposite direction from the projectile.
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