@cccode/fxr - v22.0.0

    Class Distortion

    Slot: Appearance

    A particle that distorts anything seen through it.

    Note: This particle is not visible if the "Effects" setting is set to "Low".

    Hierarchy (View Summary, Expand)

    Index

    Constructors

    Properties

    alphaMultiplier: ScalarValue

    Alpha multiplier.

    Default: 1

    Argument: Active time

    alphaThreshold: ScalarValue

    Parts of the particle with less opacity than this threshold will be invisible. The range is 0-255.

    This threshold creates a hard cut-off between visible and not visible, which is unlike the alpha fade threshold properties in some similar actions.

    Default: 0

    Argument: Active time

    Blend mode.

    Default: BlendMode.Normal

    Argument: Constant 0

    bloomColor: Vector4

    Controls the color of the additional bloom effect. The colors of the particle will be multiplied with this color to get the final color of the bloom effect.

    Note:

    • This has no effect if the "Effects Quality" setting is set to "Low".
    • This does not affect the natural bloom effect from high color values.

    Default: [1, 1, 1, 0]

    Color multiplier.

    Values in this will be clamped to the 0-1 range. There are no unrestricted color properties in this action, but rgbMultiplier and alphaMultiplier can be used to scale the colors.

    Default: [1, 1, 1, 1]

    Argument: Particle age

    intensity: ScalarValue

    Controls the intensity of the distortion effect. At 0, there is no distortion at all.

    Default: 1

    Argument: Particle age

    mask: number

    Mask texture ID. This texture is used to control the color and opacity of the particle.

    Default: 0

    maxDistance: number

    Minimum view distance. If a particle is farther away than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.

    This requires maxFadeDistance to be set to a positive value or 0.

    This is different from maxDistanceThreshold, as this controls the start of a distance range that has smooth transitions at each end, while the threshold value is a hard cut-off.

    Default: -1

    See also:

    maxDistanceThreshold: number

    A hard cut-off point for the distance between the camera and the particle. If a particle is farther away than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.

    Default: -1

    See also:

    maxFadeDistance: number

    This controls a point where the opacity of a particle will start to fade to 0 near the maximum view distance. At maxDistance, the opacity will be 0, and it will linearly approach 1 as the distance between the camera and the particle approaches this distance.

    This requires maxDistance to be set to a positive value or 0. This distance limit can be disabled by setting this and minDistance to -1.

    Default: -1

    See also:

    minDistance: number

    Minimum view distance. If a particle is closer than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.

    This requires minFadeDistance to be set to a positive value or 0.

    This is different from minDistanceThreshold, as this controls the start of a distance range that has smooth transitions at each end, while the threshold value is a hard cut-off.

    Default: -1

    See also:

    minDistanceThreshold: number

    A hard cut-off point for the distance between the camera and the particle. If a particle is closer than this distance from the camera, it will be hidden. Can be set to -1 to disable the limit.

    Default: -1

    See also:

    minFadeDistance: number

    This controls a point where the opacity of a particle will start to fade to 0 near the minimum view distance. At minDistance, the opacity will be 0, and it will linearly approach 1 as the distance between the camera and the particle approaches this distance.

    This requires minDistance to be set to a positive value or 0. This distance limit can be disabled by setting this and minDistance to -1.

    Default: -1

    See also:

    Controls what type of distortion to apply. See DistortionMode for more details.

    Default: DistortionMode.NormalMap

    normalMap: number

    Normal map texture ID.

    Only used if the distortion mode is set to something that uses it.

    Default: 0

    normalMapOffsetU: ScalarValue

    Horizontal offset for the normal map.

    Default: 0

    Argument: Constant 0

    normalMapOffsetV: ScalarValue

    Vertical offset for the normal map.

    Default: 0

    Argument: Constant 0

    normalMapSpeedU: ScalarValue

    Horizontal offset speed for the normal map.

    Default: 0

    Argument: Particle age

    normalMapSpeedV: ScalarValue

    Vertical offset speed for the normal map.

    Default: 0

    Argument: Particle age

    offsetX: ScalarValue

    X position offset.

    Default: 0

    Argument: Particle age

    offsetY: ScalarValue

    Y position offset.

    Default: 0

    Argument: Particle age

    offsetZ: ScalarValue

    Z position offset.

    Default: 0

    Argument: Particle age

    orientation: OrientationMode

    Controls the orientation mode for the particles. See OrientationMode for more information.

    Default: OrientationMode.CameraPlane

    radius: ScalarValue

    The distortion effect is only applied to an ellipse inside the particle. This property controls how large this ellipse is. At 1, it inscribes the particle's rectangle. At values greater than 1, it is the same size as 1, but there might be strange artifacts around the edges of the distortion.

    Default: 1

    Argument: Particle age

    rgbMultiplier: ScalarValue

    Scalar multiplier for the color that does not affect the alpha. Effectively a brightness multiplier.

    Default: 1

    Argument: Active time

    scaleVariationX: number

    Each particle will pick a random number between this value and 1, and the width of the particle will be multiplied by this number. For example, setting this to 0.5 will make the particles randomly thinner, down to half width. Setting it to 2 will make them randomly wider, up to double width.

    If uniformScale is enabled, this also affects the height.

    Default: 1

    See also:

    scaleVariationY: number

    Each particle will pick a random number between this value and 1, and the height of the particle will be multiplied by this number. For example, setting this to 0.5 will make the particles randomly shorter, down to half height. Setting it to 2 will make them randomly taller, up to double height.

    If uniformScale is enabled, scaleVariationX also affects the height, and this field is ignored.

    Default: 1

    See also:

    scaleVariationZ: number

    Each particle will pick a random number between this value and 1, and the depth of the particle will be multiplied by this number. For example, setting this to 0.5 will make the particles randomly shallower, down to half depth. Setting it to 2 will make them randomly deeper, up to double depth.

    If uniformScale is enabled, scaleVariationX also affects the depth, and this field is ignored.

    Default: 1

    See also:

    Controls the shape of the particle. See DistortionShape for more information.

    Default: DistortionShape.Rectangle

    The width of the particle.

    If uniformScale is enabled, this also controls the height and depth.

    Default: 1

    Argument: Particle age

    See also:

    The height of the particle.

    If uniformScale is enabled, sizeX also controls the height, and this property is ignored.

    Default: 1

    Argument: Particle age

    See also:

    The depth of the particle.

    If uniformScale is enabled, sizeX also controls the depth, and this property is ignored.

    If the distortion shape is set to Rectangle, this property won't have any effect since the rectangle is 2-dimensional.

    Default: 1

    Argument: Particle age

    See also:

    stirSpeed: ScalarValue

    Controls the speed of the stirring effect in degrees per second. Requires mode to be set to DistortionMode.Stir.

    Default: 60

    Argument: Particle age

    texture: number

    Texture ID.

    This texture seems to completely hide the distortion effect. It's probably best to just leave it at 0 unless you are trying to figure out how to use it properly.

    Default: 0

    The numeric ID for the type of action this represents.

    uniformScale: boolean

    If enabled, the particle X scale-related properties and fields will control the scale in all axes, and the Y and Z counterparts will be ignored.

    Default: false

    See also:

    unk_ds3_f1_11: number

    Unknown integer.

    Default: -2

    unk_ds3_f1_12: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_0: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_1: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_10: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_11: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_12: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_13: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_2: number

    Unknown integer.

    Default: 8

    unk_ds3_f2_20: number

    Unknown float.

    Default: 1

    unk_ds3_f2_21: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_22: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_23: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_24: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_27: number

    Unknown integer.

    Default: 1

    unk_ds3_f2_28: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_29: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_3: number

    Unknown float.

    Default: 1

    unk_ds3_f2_4: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_9: number

    Unknown integer.

    Default: 0

    unk_ds3_p1_7: Vector4Value

    Unknown vector4.

    Default: [1, 1, 1, 1]

    unk_ds3_p1_9: ScalarValue

    Unknown scalar.

    Default: 0

    unk_ds3_p2_2: ScalarValue

    Unknown scalar.

    Default: 0

    unk_ds3_p2_3: Vector4Value

    Unknown vector4.

    Default: [1, 1, 1, 1]

    unk_ds3_p2_4: Vector4Value

    Unknown vector4.

    Default: [1, 1, 1, 1]

    unk_ds3_p2_5: Vector4Value

    Unknown vector4.

    Default: [1, 1, 1, 1]

    unk_er_f1_12: number

    Unknown integer.

    Default: 1

    unk_er_f1_13: number

    Unknown integer.

    Default: 1

    unk_er_p2_7: ScalarValue

    Unknown scalar.

    Default: 1

    unk_er_p2_8: ScalarValue

    Unknown scalar.

    Default: 1

    unk_sdt_f2_30: number

    Unknown float.

    Default: 0

    unk_sdt_f2_31: number

    Unknown integer.

    Default: 0

    unk_sdt_f2_32: number

    Unknown integer.

    Default: 0

    unk_sdt_f2_33: number

    Unknown integer.

    Default: 0

    unk_sdt_f2_34: number

    Unknown float.

    Default: 0

    unk_sdt_f2_35: number

    Unknown integer.

    Default: -1

    unk_sdt_f2_36: number

    Unknown integer.

    Default: -2

    unk_sdt_f2_37: number

    Unknown integer.

    Default: 0

    unk_sdt_f2_38: number

    Unknown float.

    This seems to be something distance or depth-related. It's using the same length units as everything else (meters), and seems to be some sort of threshold or maybe offset for something. When the camera is within this distance from the node, the distortion will also affect other particles seen through it.

    Default: 0

    unkDepthBlend1: number

    Unknown float.

    Default: 1

    unkDepthBlend2: number

    Unknown float.

    Default: 0

    Accessors

    Methods

    • Creates a minified version of this action.

      Some actions can be minified to make the output smaller. This is done by creating a simpler action that is functionally equivalent to this action.

      Actions that can not be minified will not be changed.

      Returns any

    • Scale the rate of time for the action.

      This method's main purpose is to serve as a fallback for changing the rate of time for Dark Souls 3 effects, which doesn't support the rateOfTime property. The rate of time is automatically scaled when writing effects for DS3, you do not need to do this yourself. As such, this method is only useful if you want to scale the rate of time for individual parts of an effect, or if you need the extra options available for this method.

      Parameters

      • factor: number

        The factor to scale the rate of time by. Setting this to 2 will make the action play twice as fast. Setting it to 0.5 will make it play half as fast.

      • Optionaloptions: { scaleTracerDuration?: boolean } = {}

        Extra options for changing how the scaling is applied to different properties.

      Returns Distortion

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