From what I know:
Code:
AddEffect = AEmitter
PresetName = Wound Flesh Entry
Mass = 0.0001
HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Base.rte/Effects/Wounds/FleshWoundA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -1
Y = -2
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 2
Depth = 5
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 3
Depth = 5
DeepCheck = 0
JointStrength = 10000
JointStiffness = 1
DrawAfterParent = 1
AddEmission = Emission
EmittedParticle = MOPixel
CopyOf = Drop Blood
Spread = 0.1
MaxVelocity = 4
MinVelocity = 1
// EmissionSound = Sound
// AddSample = ContentFile
// FilePath = Base.rte/
// LoopSetting = -1 // Means loop infinitely until stopped
BurstSound = Sound
CopyOf = Flesh Penetration Hit
// EndSound = Sound
// AddSample = ContentFile
// FilePath = Base.rte/
EmissionEnabled = 1
EmissionCountLimit = 20 -how many times it bleeds
EmissionsIgnoreThis = 1 -if it sens the person flying in a burst of damage
ParticlesPerMinute = 100 -this is sort of important, the intermission if I'm correct
BurstSize = 8 -no need to change this
BurstScale = 3 -this neither
BurstDamage = 3 -this you can change
BurstTriggered = 1 -not this
EmissionDamage = 0.05 -this you can change aswell
Flash = None
FlashOnlyOnBurst = 0