The Marathon Markup Language - Liquids (Medias) Element: <liquids>
This kind of element specifies various liquid features,
such as how deadly a liquid is, and so forth.
Each individual liquid type is specified with a <liquid> child element,
which has these attributes:
- index: which one of the liquid types (mandatory)
- coll: which shapes collection
- frame: which frame
- transfer: this is the texture-rendering transfer mode.
- damage_freq: this is for indicating how often to apply a liquid's damage.
This is bitwise-ANDed with the number of engine ticks,
and damage gets applied if the result is all zeros.
Thus, if this quantity has a value of (2^n-1), then damage will be applied
every (2^n) ticks.
- submerged: this is the fader used to do the submerged appearance;
its default index values are those of their liquids.
The index value is which one of these liquid types:
Water
Lava
Pfhor
Sewage
Jjaro
while the "submerged" value is which one of these liquid types
Water
Lava
Sewage
Jjaro
Pfhor
This element also has child elements <damage>
(how much damage; it is described in greater detail here),
<effect> and <sound>.
The latter two have two attributes, both mandatory: type and which.
The type indicates when to make the effect / sound, while which is the index in
the list of effect or sound definitions (-1 means none).
The effects:
Small Detonation
Medium Detonation
Large Detonation
Large Emergence
The sounds:
Feet Entering
Feet Leaving
Head Entering
Head Leaving
Splashing
Ambient Over
Ambient Under
Platform Entering
Platform Leaving
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