Effect recipes

Interface · Sprite atlas · Sound patches · Recipe data · Native checks

Play or scrub the complete effect using the recovered sprite projection, animation phases and within-emitter drawing order. The camera and ordering between emitters are for inspection; city occlusion and pool pressure are not simulated. Optional sound playback uses a combined OPL audition without spatial processing. The table below retains a separate single-sprite phase preview for each emitter.

Playback assumes approximately 500 timer ticks/second. Phase boundaries use exact integer ticks; browser frame scheduling is illustrative.

Composite effect



Sprites use their native depth-selected sizes and alignment variants. Camera controls inspect an isolated effect around a fixed aiming height. Motion is evaluated at ideal elapsed ticks, independent of game frame scheduling.

Record / phaseSpriteDelay / lifetimeTimelineSpatial parametersRates per tick

Sound layers

These start when the recipe is spawned, not at the associated particle delays. Patch links open reference tones; those tones use their own audition pitch and duration.

RecordPatchDurationPitchLevelFlags

Building bindings

Types whose directory selects this recipe on the map-damage path. This does not imply every collision destroys that type.