[gd_scene load_steps=7 format=2]

[sub_resource type="SpatialMaterial" id=1]
flags_unshaded = true
vertex_color_use_as_albedo = true
params_billboard_mode = 3
params_use_alpha_scissor = true
params_alpha_scissor_threshold = 0.7
particles_anim_h_frames = 1
particles_anim_v_frames = 1
particles_anim_loop = false

[sub_resource type="QuadMesh" id=2]
material = SubResource( 1 )
size = Vector2( 0.02, 0.02 )

[sub_resource type="Curve" id=3]
min_value = -360.0
max_value = 360.0
_data = [ Vector2( 0, -76.1539 ), 0.0, 0.0, 0, 0, Vector2( 0.893855, 76.1538 ), 0.0, 0.0, 0, 0 ]

[sub_resource type="Curve" id=4]
max_value = 100.0
_data = [ Vector2( 0, 15.3846 ), 0.0, 0.0, 0, 0, Vector2( 1, 6.73077 ), 0.0, 0.0, 0, 0 ]

[sub_resource type="Curve" id=5]
_data = [ Vector2( 0, 0.384615 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.836538 ), 0.0, 0.0, 0, 0 ]

[sub_resource type="Gradient" id=6]
offsets = PoolRealArray( 0, 0.45679 )
colors = PoolColorArray( 0.964706, 0.00392157, 0.00392157, 1, 0.984375, 0.0269165, 0.0269165, 1 )

[node name="blood" type="CPUParticles"]
emitting = false
amount = 250
lifetime = 0.7
one_shot = true
randomness = 0.4
lifetime_randomness = 0.76
mesh = SubResource( 2 )
direction = Vector3( 0, 1, 0 )
spread = 90.0
gravity = Vector3( 0, 0.2, 0 )
initial_velocity = 4.0
initial_velocity_random = 0.2
angular_velocity = 0.2
angular_velocity_random = 0.5
angular_velocity_curve = SubResource( 3 )
damping_curve = SubResource( 4 )
scale_amount_curve = SubResource( 5 )
color_ramp = SubResource( 6 )
