I found this here script muuuito loko. Of so one looked at in the effect that it can make with simple Fogs:
Demon of the Near
Created for the powerful Near Fantastica based on script of the PinkMan. This script requires the library
pro RGSS, SKD.Link for SKD 1.3:HTTP://www.rmxponline.com/programs/sdk/SDK%20v1.3.txt
Script above of the Main creates one and places this script:
#==============================================================================
# ** Particle Engine
#==============================================================================
# Near Fantastica
# Version 2
# 04.01.06
#==============================================================================
# Based on the Particle Engine designed by PinkMan
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Particle Engine", "Near Fantastica", 2, "04.01.06")
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Particle Engine") == true
class Particle_Engine
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
@effect = [ ]
end
#--------------------------------------------------------------------------
def add_effect(event)
type = SDK.event_comment_input(event, 1, "Particle Engine Type")
return if type.nil?
] marries type[0.downcase
when "fire"
@effect[event.id ] = Particle_Engine::Fire.new(event, @viewport)
when "smoke"
@effect[event.id ] = Particle_Engine::Smoke.new(event, @viewport)
when "teleport"
@effect[event.id ] = Particle_Engine::Teleport.new(event, @viewport)
when "spirit"
@effect[event.id ] = Particle_Engine::Spirit.new(event, @viewport)
when "explosion"
@effect[event.id ] = Particle_Engine::Explosion.new(event, @viewport)
when "aura"
@effect[event.id ] = Particle_Engine::Aura.new(event, @viewport)
end
end
#--------------------------------------------------------------------------
def remove_effect(event)
return if @effect[event.id ].nil?
@effect[event.id ].dispose
@effect.delete_at(event.id)
end
#--------------------------------------------------------------------------
def update
in will be particle @effect
next if particle.nil?
particle.update
end
end
#--------------------------------------------------------------------------
def dispose
in will be particle @effect
next if particle.nil?
particle.dispose
end
@effect = [ ]
end
#===========================================================================
class Particle_Engine::Fire
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 40 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@particles = [ ]
@opacity = [ ]
@startingx = event.screen_x + @xoffset
@startingy = event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown)) + offsetx
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown)) + offsetx
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown)) + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Smoke
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@leftright = 0 # This is made you help the "fire" effect
@fade = 0 # Opacity wont change at all 0 = yes, 1 = in
@originalopacity = 80 # this will only work if the one above is 0
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 0 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -5 # offset will be the x
@yoffset = -15 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("smoke", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 100
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("smoke", @hue)
end
@opacity[i ] = @opacity[i ] - rand(5)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown)) + offsetx
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown)) + offsetx
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown)) + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Teleport
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@randomhue = 1 # should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 10 # Wouldnt suggest going any to higher then 478
@hue = 40 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -8 # offset will be the x
@yoffset = -15 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("portal", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("portal", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(20)
@leftright = rand(2)
@particles[i ].x = @particles[i ].x + offsetx
@particles[i ].y = @particles[i ].y - 3 + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Spirit
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@randomhue = 1 # should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 40 # color Starting hue
@slowdown = 0.5 # This will slow down the particless, change it you whatever.
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown))
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown))
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown))
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Explosion
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@randomhue = 0 # should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 0 # color Starting hue
@slowdown = 0.5 # This will slow down the particles
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("explosion", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown)) + offsetx
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown)) + offsetx
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown)) + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Aura
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@s = 0 # Just the variable you save the math
@randomhue = 0 # Should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@particles = [ ] # This just hold all of the sprites
@hue = 0 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@opacity = [ ] # This is the opacity will be every particles
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - 2) + offsetx
@particles[i ].y = (@particles[i ].y - 2) + offsety
else
@particles[i ].x = (@particles[i ].x + 2) + offsetx
@particles[i ].y = (@particles[i ].y - 2) + offsety
end
# @particles[i ].angle = @particles[i ].angle + 1
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching saw condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
attr_accessor:pe_refresh
#--------------------------------------------------------------------------
you unite nf_particles_game_map_initialize initialize
you unite nf_particles_game_map_refresh refresh
#--------------------------------------------------------------------------
def initialize(map_id, event)
@pe_refresh = falsifies
nf_particles_game_map_initialize(map_id, event)
end
#--------------------------------------------------------------------------
def refresh
nf_particles_game_map_refresh
@pe_refresh = true
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings to together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
you unite nf_particles_spriteset_map_init_viewports init_viewports
you unite nf_particles_spriteset_map_dispose dispose
you unite nf_particles_spriteset_map_update_character_sprites update_character_sprites
you unite nf_particles_spriteset_map_update update
#--------------------------------------------------------------------------
def init_viewports
nf_particles_spriteset_map_init_viewports
@particle_engine = Particle_Engine.new(@viewport1)
end
#--------------------------------------------------------------------------
def dispose
nf_particles_spriteset_map_dispose
@particle_engine.dispose
end
#--------------------------------------------------------------------------
def update_character_sprites
nf_particles_spriteset_map_update_character_sprites
in will be sprite @character_sprites
next unless sprite.to character.is_a?(Game_Event)
if sprite.to character.pe_refresh == true
sprite.to character.pe_refresh = falsifies
@particle_engine.remove_effect(sprite.to character)
@particle_engine.add_effect(sprite.to character)
end
end
end
#--------------------------------------------------------------------------
def update
nf_particles_spriteset_map_update
@particle_engine.update
end
end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
instructionsPra to use this script and to make the light effect is very easy. First you must catch the package of these images and place all in the Graphics/Fogs folder:HTTP://rapidshare.de/files/10553010/fogs.to rar.HTML
E to make with that the lights also appear and follow the event is very easy. It is alone you to go in the event that it desires and to place 2 commentaries, Particle Engine Type and "Type". Being that the Types can be 6 (they obey the very small letters):
* fire
fire effect
* smoke
smoke effect
* teleport
a effect of sufficiently interesting light that dumb of color
* spirit
that effect of light that appears in first screen
* explosion
explosions
* aura
seemed with spirit so that faster
Then, for example, if you want to make a foqueira, the event you are simply thus:
comment:particle engine type
comment: fire
i think this small edit might make you understand it (i posted the whole thing because it means people dont have to go to the other forum etc.