return{DEFAULT_COLOR=Color3.new(.4,.8,1);DEFAULT_TOP_COLOR=Color3.new(1,1,1);DEFAULT_NUM_ARCS=6;DEFAULT_ENABLED=true,USE_POINTLIGHT=true;ARC_TEXTURE="\114\098\120\097\115\115\101\116\105\100\058\047\047\055\053\048\054\048\057\055\049\052",ARC_FATNESS_SIZE_MODIFIER=.035,ARC_FATNESS_OVERLAP_RATIO=.0625;ARC_STRONG_BRIGHTNESS_THRESHOLD=.98;ARC_FATNESS_STRONG_MULTIPLIER=2;ARC_MIN_FATNESS=.4;ARC_MAX_FATNESS=5,LIGHT_COLOR_MODIFIER=.8;ARCS_MAIN_FOLDER="\065\114\099\080\097\114\116\105\099\108\101\115",PART_NAME_TEMPLATE="\097\114\099\095\037\048\053\100";SEGMENT_FOLDER_NAME_TEMPLATE="\115\101\103\109\101\110\116\115\095\037\048\053\100",SEGMENT_NAME_TEMPLATE="\115\101\103\109\101\110\116\095\037\048\053\100";AUTO_THROTTLE_FRAME_INTERVAL=.5,AUTO_THROTTLE_INCREMENT=.05,AUTO_THROTTLE_TARGET=55;THROTTLE_DISTANCE_MODIFIER_MIN=20,THROTTLE_DISTANCE_MODIFIER_MAX=100,SEGMENT_PER_ARC_MIN=4,SEGMENT_PER_ARC_MAX=20;SEGMENT_THROTTLING_DISTANCE=100,MAX_DISTANCE=1000;ARCS_PER_UPDATE=2,TWEEN_STEPS_MIN=2;TWEEN_STEPS_MAX=4;SEGMENT_MINMAX_RATIO=24,SEGMENT_ANGULAR_CHANGE_MAX=.2*math.pi;RARE_CHANCE=.025;RARE_CHANCE_DURATION_MULT=3;FOV_FUDGE_FACTOR=1.25}
--[[	Constants.lua
		Contains all constants used by the Arc library.
		This module is licensed under MIT, refer to the LICENSE file or:
		https://github.com/buildthomas/ElectricArc/blob/master/LICENSE
]]

return {

	DEFAULT_COLOR = Color3.new(0.4, 0.8, 1);        -- The darkest color of arcs
	DEFAULT_TOP_COLOR = Color3.new(1, 1, 1);        -- The brightest color of arcs
	DEFAULT_NUM_ARCS = 6;                           -- Default number of arcs
	DEFAULT_ENABLED = true;                         -- Whether enabled at creation

	USE_POINTLIGHT = true;                          -- Whether the arc will have a PointLight in it that flickers
	                                                -- (turning off might improve performance since less lighting updates)

	ARC_TEXTURE = "rbxassetid://750609714";         -- White texture of an arc segment (glowing line)
	ARC_FATNESS_SIZE_MODIFIER = 0.035;              -- Determines fatness based on arc length
	ARC_FATNESS_OVERLAP_RATIO = 0.0625;             -- If segments need to overlap slightly, and how much compared to width
	ARC_STRONG_BRIGHTNESS_THRESHOLD = 0.98;         -- Above which value should brightness be for it to be a strong arc
	ARC_FATNESS_STRONG_MULTIPLIER = 2;              -- How much fatter are strong arcs compared to weak ones
	ARC_MIN_FATNESS = 0.4;
	ARC_MAX_FATNESS = 5;

	LIGHT_COLOR_MODIFIER = 0.8;                     -- Background light properties

	ARCS_MAIN_FOLDER = "ArcParticles";              -- Name of particle and basepart storage in PlayerGui/workspace

	PART_NAME_TEMPLATE = "arc_%05d";                -- Name format of source part
	SEGMENT_FOLDER_NAME_TEMPLATE = "segments_%05d"; -- Name format of top-level segments folder
	SEGMENT_NAME_TEMPLATE = "segment_%05d";         -- Name format of individual segment effects

	AUTO_THROTTLE_FRAME_INTERVAL = 0.500;           -- Interval in seconds over which FPS is calculated for auto-throttling
	AUTO_THROTTLE_INCREMENT = 0.05;                 -- Increment of arc update rate per up/down-throttle
	AUTO_THROTTLE_TARGET = 55;                      -- FPS to target for auto-throttling

	THROTTLE_DISTANCE_MODIFIER_MIN = 20;            -- Minimum for throttle distance modifier
	THROTTLE_DISTANCE_MODIFIER_MAX = 100;           -- Maximum for throttle distance modifier
	-- Lower value = faster drop-off on update rate depending on distance = better performance

	SEGMENT_PER_ARC_MIN = 4;                        -- Minimum number of segments per arc
	SEGMENT_PER_ARC_MAX = 20;                       -- Maximum number of segments per arc

	SEGMENT_THROTTLING_DISTANCE = 100;              -- Distance after which # of segments per arc will start throttling

	MAX_DISTANCE = 1000;                            -- Distance from camera after which no further updating occurs

	ARCS_PER_UPDATE = 2;                            -- How many arcs to update per arc instance

	TWEEN_STEPS_MIN = 2;                            -- Minimum number of tween steps. Cannot be less than 2
	TWEEN_STEPS_MAX = 4;                            -- When an arc has >2 steps, it lerps between path1 and path2

	SEGMENT_MINMAX_RATIO = 24;                      -- Range of arc segment length, as ratio max:min
	                                                -- (ratio is actually this + 1, so 25)

	SEGMENT_ANGULAR_CHANGE_MAX = 0.20 * math.pi;    -- How much an arc segment can rotate about the axis from start to end

	RARE_CHANCE = 0.025;                            -- Chance of an arc being a very long duration, extra fat wandering arc
	RARE_CHANCE_DURATION_MULT = 3;                  -- How much longer rare fat arcs last compared to typical duration

	FOV_FUDGE_FACTOR = 1.25;                        -- Factor to allow for width of arc and viewing of light pool
	                                                -- without seeing animation frozen

}