# FxsFuncs by Junior_Djjr - MixMods.com.br

[Test]
Command =
FxName =

[Tweaks]
BloodAmountUseOne       = 1       # Set 1 to ignore the amount value and use just 1 blood effect everytime. The "BloodAmountMultiplier" will be ignored.
BloodAmountMultiplier   = 2.0     # Multiplication for the blood effects amount. Ignored if you are using "BloodAmountUseOne = 1".
BloodVelocityMultiplier = 0.0     # Multiplication for the blood effects velocity. Very low numbers are recommended with "BloodAmountUseOne = 1".
BloodRed     = 1.0   # Default: 0.5
BloodGreen   = 1.0   # Default: 0.0
BloodBlue    = 1.0   # Default: 0.0
BloodAlpha   = 1.0   # Default: 1.0
BloodLife    = 1.0   # Default: 0.8
BulletSparkAmountMultiplier   = 1.0   # Multiplication for the bullet sparks amount. Very low numbers like "0.1" may completely disable the sparks for non-shotguns.
BulletSparkVelocityMultiplier = 2.5   # Multiplication for the bullet sparks velocity.
BulletSparkForceMultiplier    = 1.0   # Multiplication for the bullet impact force direction.
RainSteamRed       = 1.0   # Default: 0.9
RainSteamGreen     = 1.0   # Default: 0.9
RainSteamBlue      = 1.0   # Default: 1.0
RainSteamAlphaMult = 1.5   # Multiplication for the rain steam alpha.
RainSteamWindMult  = 2.0   # Multiplication for the rain wind force.
RainSteamZOffset   = 4.0   # Default: 2.0 - Height for the rain steam effect.
RainSteamPercent   = 10    # Percent rate of rain steam. Only used for decrease the rate, you can't use more than 100%. It also fixes the framerate dependecy.
RainSteamMaxHeight = 100.0 # Max height to create the effect, from ground. Don't set (or -1) to disable it.
SandStormRed       = 1.0   # Default: 0.67
SandStormGreen     = 1.0   # Default: 0.65
SandStormBlue      = 1.0   # Default: 0.55
SandStormAlpha     = 1.0   # Default: 0.25
SandStormPercent   = 100   # Percent rate of sandstorm steam. Idem notes in "RainSteamPercent".
AddDebrisAmountMultiplier = 1.0   # Multiplication for car impact debris.
HeliDustWaterPrims = 4     # Default: 0 - Add more prims to "heli_dust" for water use.
DoBoatSplashesAlphaMult = 2.0   # Multiplication for boat splash effect alpha.
DoBoatSplashesLifeMult  = 1.0   # Multiplication for boat splash effect life.
DoBoatSplashesSizeMult  = 1.0   # Multiplication for boat splash effect size.


[Force Change Size]
# Name; Multiplication for original size.
FxName1 = thunder
MultSize1 = 40.0
FxName2 = cl_test
MultSize2 = 10.0
FxName3 = cl_test2
MultSize3 = 10.0
FxName4 = cl_test3
MultSize4 = 10.0
FxName5 = cl_test4
MultSize5 = 10.0
FxName6 = cl_test5
MultSize6 = 10.0



[Only Underwater]
# Name; Max alpha when camera is underwater. Use -1 to preserve original alpha (it will just don't render).
FxName1 = undwrefl2
MaxAlpha1 = 20
FxName2 = undwdst
MaxAlpha2 = -1


[Change FXs]
AddBulletImpact_Sparks    = prt_spark
*AddBulletImpact_Sparks_AdditionalFX = prt_glass
AddBulletImpact_Smoke     = blt_smk
AddBulletImpact_SandDust  = blt_snd
AddWood_Blood             = blt_wdd
CFireCreate_Ped           = fire_ped
AddDebris_AdditionalFX    = dbr_smoke
AddDebris_AdditionalFX_Single = dbr_smoke2
Headshot_AdditionalFX     = hd_sht
AddRain_Steam             = rain_dust
AddSandStorm_Dust         = sand_storm_dust
AddExhaustSmoke           = exh_smk
FootSplash_Splash         = ft_splush

# If you set a different effect bellow, it will change the color to white.
AddWheelSmoke             = whl_smk
AddWheelSpray_Splash      = whl_rain  
AddWheelGravel_Dirt       = whl_grv
AddWheelGrass_Dirt        = whl_grass
AddWheelMud_Dirt          = whl_mud
AddWheelDust_Sand         = whl_dstsnd
AddWheelSand_Sand         = whl_sand


[Change Explosions]
AddExplosion_Underwater   = ex_undwtr
AddExplosion_Grenade      = ex_grnd
AddExplosion_Rocket       = ex_rckmsl
AddExplosion_RocketWeak   = ex_rckmsl


[Additional Particle]
# Adds one particle for another. It adds exactly the same as the original one.
# Only works for particle related effects, like "prt_boatsplash", not explosions etc.
For1 = prt_boatsplash
Add1 = prt_boatsplash2



[CustomRainStreaks]
EnableCustomRainStreaks    = 1     # Disable vanilla rain traces and enable this one. 
RainStreaksFxName          = rain_normal
CountRainStreaksFx         = 100   # How many max effects to create each 10 frames. Remember that quality settings and MixSets can multiply the effects count.
RainStreaksRadiusXY        = 50.0  # Front and side radius to randomly create the effect.
RainStreaksRadiusZ         = 15.0  # Height random variation.
RainStreaksOffsetY         = 15.0  # Front offset, to create in front of the camera (use less than half of RainStreaksRadiusXY).
RainStreaksOffsetZ         = 15.0  # Height offset.
RainStreaksWindForce       = 7.0   # How wind can impact the effect direction.

[WaterSparks]
EnableWaterSparks          = 1     # Set 0 to disable water sparks.
WaterSparksFxName          = sun_sparks
WaterSparksCount           = 50    # How many max effects to create.
WaterSparksRadius          = 10.0  # Radius distance from camera.
WaterSparksPlayTime        = 3000  # Time to play to effect, in milisseconds.
WaterSparksValidatePos     = 1     # Don't create sparks at some specific positions where the water is too near from ground. You may disable it for total conversion mods.
WaterSparksValidateHeight  = 1     # Don't create sparks if water height is higher than 0.0, good to avoid pools.

[WaterWaves]
EnableWaterWaves          = 1      # Set 0 to disable water shoreline waves.
WaterWavesFxName          = main_water_effect
WaterWavesCount           = 1      # How many max effects to create.
WaterWavesRadius          = 100.0  # Radius distance from camera.
WaterWavesPlayTime        = 700    # Time to play to effect, in milisseconds.
WaterWavesOnlyDay         = 1      # Create waves only during day time.
WaterWavesValidatePos     = 1      # Don't create waves at some specific positions with small areas. You may disable it for total conversion mods.
WaterWavesValidatePosBig  = 1      # ...and also exclude medium-big areas. Useful for big waves.
WaterWavesValidateHeight  = 1      # Don't create waves if water height is higher than 0.0, good to avoid pools.

[Underwater]
EnableUnderwater          = 1      # Set 0 to disable underwater random effects.
UnderwaterFxName          = undwdst
UnderwaterCount           = 10     # How many max effects to create.
UnderwaterRadius          = 15.0   # Radius distance from camera.
UnderwaterHeightVar       = 20.0   # Height random variation from camera.
UnderwaterHeightBellow    = 3.0    # Increase this value to create deeper.
UnderwaterPlayTime        = 1500   # Time to play to effect, in milisseconds.
UnderwaterValidateHeight  = 1      # Don't create if water height is higher than 0.0, good to avoid pools.

[UnderwaterTop]
EnableUnderwaterTop         = 1      # Set 0 to disable underwater Top random effects.
UnderwaterTopFxName         = undwrefl2
UnderwaterTopCount          = 10     # How many max effects to create.
UnderwaterTopRadius         = 20.0   # Radius distance from camera.
UnderwaterTopPlayTime       = 1000   # Time to play to effect, in milisseconds.
UnderwaterTopValidateHeight = 1      # Don't create if water height is higher than 0.0, good to avoid pools.

[Lighting]
EnableLightingFx          = 1       # Set 0 to disable thunder lighting fx.
LightingFxName            = thunder
LightingMinDist           = 1800.0  # Min distance. (offsets from camera position)
LightingMaxDist           = 1900.0  # Max distance.
LightingMinHeight         = 50.0    # Min height.
LightingMaxHeight         = 100.0   # Max height.
ThunderSoundId            = -1      # Default: 141. An easy way to change the thunder sound ID (because the default is the same as explosion sound).
