You can completly remove the particles by
Opening Particle.class.asasm
Put a "returnvoid " as first instruction of the draw method...
But this will hide ALL PARTICLES , even the one from the Nexus Fountains.
Another safer way is to ADD THIS METHOD to the "HitParticle.class.asasm" :
Code:
trait method QName(PackageNamespace(""), "draw") flag OVERRIDE
method
refid "_-1K:HitParticle/draw"
param TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace("flash.display"), "IGraphicsData")>)
param QName(PackageNamespace("com.company.assembleegameclient.map"), "_-0vM")
param QName(PackageNamespace(""), "int")
returns QName(PackageNamespace(""), "void")
body
maxstack 13
localcount 9
initscopedepth 5
maxscopedepth 6
code
returnvoid
end ; code
end ; body
end ; method
end ; trait
This method does ABSOLUTLY NOTHING

.
In fact, i use inheritance to help me..
The HitParticle class has the Particle class as parent. It means that if there is no "Draw" method in HitParticle , the program will use the Draw method of Particle to draw the particle.
Adding a dummy draw method in Hitparticle, with the OVERRIDE statement , tell the program to ignore the "parent draw method" and call the effective draw method of the class