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Glitch Particle Effect Script


Sunbleached
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default
{
    state_entry()
    {
        llParticleSystem([
            PSYS_PART_FLAGS,( 0 
                |PSYS_PART_FOLLOW_SRC_MASK
                |PSYS_PART_EMISSIVE_MASK
                |PSYS_PART_RIBBON_MASK ), 
            PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP ,
            PSYS_PART_START_ALPHA,0,
            PSYS_PART_END_ALPHA,0,
            PSYS_PART_START_COLOR,<1,1,1> ,
            PSYS_PART_END_COLOR,<1,1,1> ,
            PSYS_PART_BLEND_FUNC_SOURCE,4,
            PSYS_PART_BLEND_FUNC_DEST,5,
            PSYS_PART_START_GLOW,1,
            PSYS_PART_END_GLOW,1,
            PSYS_PART_START_SCALE,<4,4,0>,
            PSYS_PART_END_SCALE,<1,1,0>,
            PSYS_PART_MAX_AGE,5,
            PSYS_SRC_MAX_AGE,0,
            PSYS_SRC_ACCEL,<0,0,1>,
            PSYS_SRC_BURST_PART_COUNT,5,
            PSYS_SRC_BURST_RADIUS,0,
            PSYS_SRC_BURST_RATE,0.296875,
            PSYS_SRC_BURST_SPEED_MIN,0.5,
            PSYS_SRC_BURST_SPEED_MAX,0.5,
            PSYS_SRC_ANGLE_BEGIN,0,
            PSYS_SRC_ANGLE_END,0,
            PSYS_SRC_OMEGA,<0,0,0>,
            PSYS_SRC_TEXTURE, (key)"8dcd4a48-2d37-4909-9f78-f7a9eb4ef903",
            PSYS_SRC_TARGET_KEY, (key)"00000000-0000-0000-0000-000000000000"
         ]);
    }
}

Here you go,  just plop this in a prim.

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43 minutes ago, Sunbleached said:

Thank you so much! Its very similar. So what part of the script does all the magic? I mean reverses color behind the particles.

These lines, specifically. I added the constant name as a comment. They're listed in the particle system wiki page.

PSYS_PART_BLEND_FUNC_SOURCE, 4,  // PSYS_PART_BF_ONE_MINUS_DEST_COLOR
                                 // "Scale the RGBA values by the inverted RGBA values of the destination"

PSYS_PART_BLEND_FUNC_DEST, 5,    // PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR
                                 // "Scale the RGBA values by the inverted RGBA values of the particle source."

 

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