function Node_VFX_Turbulence(_x, _y, _group = noone) : Node_VFX_effector(_x, _y, _group) constructor { name = "Turbulence"; node_draw_icon = s_node_vfx_turb; inputs[4].setVisible(false, false); inputs[effector_input_length + 0] = nodeValue_Float("Turbulence scale", self, 1 ); inputs[effector_input_length + 1] = nodeValue_Bool("Constant seed", self, false ); array_push(input_display_list, effector_input_length + 0, effector_input_length + 1); function onAffect(part, str) { var _sten = getInputData(5); var _rot_range = getInputData(6); var _sca_range = getInputData(7); var _rot = random_range(_rot_range[0], _rot_range[1]); var _sca = [ random_range(_sca_range[0], _sca_range[1]), random_range(_sca_range[2], _sca_range[3]) ]; var pv = part.getPivot(); var t_scale = getInputData(effector_input_length + 0); var con_sed = getInputData(effector_input_length + 1); var _seed = con_sed? seed : part.seed; var perx = (perlin_noise(pv[0] / t_scale, pv[1] / t_scale, 1, _seed) - 0.5) * 2; var pery = (perlin_noise(pv[0] / t_scale, pv[1] / t_scale, 1, _seed + 100) - 0.5) * 2; part.x += perx * str * _sten; part.y += pery * str * _sten; part.rot += _rot * perx; var scx_s = _sca[0] * str; var scy_s = _sca[1] * str; if(scx_s < 0) part.scx = lerp_linear(part.scx, 0, abs(scx_s)); else if(scx_s > 0) part.scx += sign(part.scx) * scx_s; if(scy_s < 0) part.scy = lerp_linear(part.scy, 0, abs(scy_s)); else if(scy_s > 0) part.scy += sign(part.scy) * scy_s; } }