[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 )