Alpha multiplier.
Default: 1
Blend mode.
Default: BlendMode.Add
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:
Default: [1, 1, 1, 0]
See also:
Color multiplier.
Values in this are unrestricted and can go above 1.
Default: [1, 1, 1, 1]
Argument: Particle age
The total number of emissions. This limit is only applied if limitConcurrentEmissions is enabled.
Default: 0
The time between emissions in seconds. Due to the way this field works, the value will be rounded to the nearest 1/30s.
Default: 0
See also:
The maximum time between emissions in seconds. A random value between this and emissionIntervalMin will be added to emissionInterval to get the final emission interval. Due to the way this field works, the value will be rounded to the nearest 1/30s.
Default: 0
See also:
The minimum time between emissions in seconds. A random value between this and emissionIntervalMax will be added to emissionInterval to get the final emission interval. Due to the way this field works, the value will be rounded to the nearest 1/30s.
Default: 0
See also:
The number of particles to emit per emission.
Default: 10
See also:
The maximum number of particles to emit per emission. A new random value is picked for each emission, and the random value is added to the base emission particle count.
Default: 0
See also:
The minimum number of particles to emit per emission. A new random value is picked for each emission, and the random value is added to the base emission particle count.
Default: 0
See also:
Controls how the random emission points are distributed within the shape of the emitter. How this works depend on the emitter shape:
Shape | Behavior |
---|---|
Line | A fraction of the line where particles can not be emitted from. At 0, particles can be emitted from any point on the line. At 1, they can only be emitted from the far end of the line. |
Box | A fraction of the box's size where the particles can not be emitted from. Basically an inner box that blocks emission. |
Box2 | At 1, any point within the box is equally likely to be picked. At 0, particles are more likely to be emitted near the center, but it's not a 100% chance. |
Unk3 | Exactly the same as Line? |
Cylinder | A fraction of the radius of the cylinder where the particles can not be emitted from. Basically an inner cylinder that blocks emission. |
Default: 0
The rotation of the emitter.
Default: [0, 0, 0]
Controls the shape of the particle emitter. See EmitterShape for more details.
Default: EmitterShape.Box
The size of the emitter.
Default: [1, 1, 1]
Unknown integer.
Default: -1
If enabled, the number of emissions will be limited by concurrentEmissionsLimit.
Default: false
If enabled, the particle system stops updating if the camera is beyond the distance specified by updateDistance from the node.
It will not stop updating immediately after the action becomes active. Instead, it will wait for a little while before stopping if the camera is too far away.
Default: false
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:
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:
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:
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:
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:
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:
Particle acceleration along the X-axis.
Default: 0
Particle acceleration along the Y-axis.
Default: 0
Particle acceleration along the Z-axis.
Default: 0
Controls how strong the rebound from hitting a surface is when particleCollision is enabled.
Default: 0
See also:
When enabled, this makes the particles bounce off of any surface they hit. This collision detection is just based on the depth buffer, not the full 3D scene, so it is not always perfect.
Default: false
See also:
The duration of each particle in seconds. Due to the way this field works, the value will be rounded to the nearest 1/30s.
Default: 1
Multiplier for particleDuration.
Default: 1
Controls how well the particles follow the node if it moves.
Default: 0
Downwards acceleration for particles.
This requires any of the following fields to have a non-zero value:
Default: 1
The length of the particles.
Default: 1
Maximum particle length. A random value between this and particleLengthMin will be multiplied by particleLength to get the final particle length.
Default: 1
Minimum particle length. A random value between this and particleLengthMax will be multiplied by particleLength to get the final particle length.
Default: 1
Maximum particle position offset. A random value between this and particleOffsetMin will be added to particleOffset to get the final position offset.
Default: [0, 0, 0]
Minimum particle position offset. A random value between this and particleOffsetMax will be added to particleOffset to get the final position offset.
Default: [0, 0, 0]
The width of the particles.
Default: 0.1
Maximum particle width. A random value between this and particleWidthMin will be multiplied by particleWidth to get the final particle width.
Default: 1
Minimum particle width. A random value between this and particleWidthMax will be multiplied by particleWidth to get the final particle width.
Default: 1
Scalar multiplier for the color that does not affect the alpha. Effectively a brightness multiplier.
Default: 1
Controls how dark shaded parts of the particle are.
Default: 1
The ID of the texture of the particles.
Default: 1
Readonly
typeThe numeric ID for the type of action this represents.
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown integer.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 0
Unknown float.
Default: 0
Unknown integer.
Default: -1
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: -1
Unknown integer.
Default: -1
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown float. Seems to make the particles fly around somewhat randomly, but with a specific average direction. unk_ac6_f1_85 works in a similar way, but has the opposite average direction.
Default: 0
Unknown float. Seems to make the particles fly around somewhat randomly, but with a specific average direction. unk_ac6_f1_84 works in a similar way, but has the opposite average direction.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 8
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown float.
Default: 1
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 8
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 1
Unknown integer.
Default: 0
Unknown float.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown float.
Default: 0.5
Unknown integer.
Default: -2
Unknown integer.
Default: 0
Unknown float.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown float.
Default: 1
Unknown integer.
Default: 0
Unknown scalar.
Default: 0
Unknown scalar.
Default: 0
Unknown scalar.
Default: 0
Unknown scalar.
Default: 0
Unknown scalar.
Default: 0
Unknown scalar.
Default: 1
Unknown scalar.
Default: 1
Unknown scalar.
Default: 0
Unknown vector4.
Default: [1, 1, 1, 1]
Unknown vector4.
Default: [1, 1, 1, 1]
Unknown vector4.
Default: [1, 1, 1, 1]
Unknown scalar.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 0
When set to 1, this stops the particles from being shown indoors.
Other values are used in AC6, but what they do is unknown.
Default: 0
Similar to particleAccelerationZ, but this does not go exactly north?
This requires any of the following fields to have a non-zero value:
Default: 0
Controls how close the camera needs to be to the node for the particle system to update. Requires limitUpdateDistance to be enabled.
Default: 0
An object containing various functions related to conversion between games and different formats, or undefined if the action does not have any of these functions.
An object containing most of the information that is stored in the library about the action type.
Yields all unique color values in the action.
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.
Modifies all color properties using a recolor function. For some easy pre-made recolor functions, see the Recolor namespace.
A function used to remap color values.
Optional
context: BasicConfigModifies a single color property of the action using a recolor function. For some easy pre-made recolor functions, see the Recolor namespace.
The name of the property.
The function used to recolor the property.
Optional
context: BasicConfigScale the size of the action by a factor. This only does something when used with actions that have scaling properties.
The factor to scale by.
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.
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.
Optional
options: { scaleTracerDuration?: boolean } = {}Extra options for changing how the scaling is applied to different properties.
Optional
options: FXRSerializeOptions
Action 10008 - GPUSparkParticle
Slot: Appearance
Similar to GPUStandardParticle, this is essentially an entire particle system in a single action. It defines everything about an emitter as well as the particles it emits. The particles emitted by this action are GPU particles, which means that a lot of them can be rendered at the same time without much impact on performance. The particles are also not affected by most things that affect regular particles, like ParticleMovement actions.
What makes this different from GPUStandardParticle is that this actions seems to be designed specifically for effects that create sparks. While the other action's particles is more like billboard particles from, for example, BillboardEx, this action's particles are more like QuadLine or Tracer particles. They bend and rotate to align with the direction they are traveling, and they stretch based on how fast they're moving.
The name of this action is from Elden Ring's RTTI, where it's called "SparkParticle".
This action was first used in Armored Core 6, but definitely also works in Sekiro and Elden Ring. It might work in Dark Souls 3, but its structure is at least somewhat different there, and what that structure looks like is unknown. AC6's structure is compatible with Sekiro and ER, but some features may not work due to having been added in later versions.