@cccode/fxr - v22.0.0

    Class LegacyTracer

    Slot: Appearance

    Creates a trail behind moving effects.

    This is an older version of Tracer with fewer features.

    Hierarchy (View Summary, Expand)

    Index

    Constructors

    Properties

    alphaFadeThreshold: ScalarValue

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

    Values above this threshold will be stretched to fill the alpha range, so values near the threshold will be less visible, creating a smooth transition between the parts that have been hidden by the threshold and the ones that are still visible.

    Default: 0

    Argument: Particle age

    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 alphaFadeThreshold.

    Default: 0

    Argument: Active time

    attachedUV: boolean

    Controls whether or not the UV of the trail should be attached to the node or not. If it is attached, the texture will slide along the segments to follow the source wherever it moves, as if it was a flag attached to a pole. If it is not attached, the texture will stay where it was when the segment was created, like a skid mark on a road where the road is the segments and the mark is the texture, it wouldn't follow the car/node that made it.

    Default: true

    Blend mode.

    Default: BlendMode.Normal

    Argument: Constant 0

    bloom: boolean

    Controls whether or not the particles have an additional bloom effect controlled by bloomColor.

    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: true

    See also:

    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]

    See also:

    color1: Vector4Value

    Color multiplier.

    Values in this will be clamped to the 0-1 range. To use values outside of this range, see color3.

    Default: [1, 1, 1, 1]

    Argument: Particle age

    See also:

    color2: Vector4Value

    Color multiplier.

    Values in this will be clamped to the 0-1 range. There is no equivalent property with unrestricted values based on the emission time of the particle, but color3 is still multiplicative with this and can be used to scale the values indirectly.

    Default: [1, 1, 1, 1]

    Argument: Emission time

    See also:

    color3: Vector4Value

    Color multiplier.

    Values in this are unrestricted and can go above 1. If you want values to be clamped to the 0-1 range, see color1.

    Default: [1, 1, 1, 1]

    Argument: Particle age

    See also:

    columns: number

    To split the texture into multiple animation frames, this value must be set to the number of columns in the texture. It should equal textureWidth / frameWidth.

    Default: 1

    See also:

    concurrentSegments: number

    The trail is made up of multiple quads, or segments. This controls how many segments may exist at the same time.

    Default: 100

    distortionIntensity: ScalarValue

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

    Default: 0

    Argument: Active time

    See also:

    endFadeEndpoint: ScalarValue

    Percentage along the trail from the end of the trail where the trail's opacity will start fading out towards the end. The trail will have full opacity at the point represented by this percentage, and it will linearly decrease towards 0 opacity at the end.

    The percentage is of the way from the end of the trail to the start of it, so if the trail gets longer or shorter, this point will move with it.

    Values greater than 100 will make the trail never reach full opacity. For example, a value of 200 will make the trail fade from 0 opacity at the end to 50% (100% / 200%) at the start of the trail.

    If this value and startFadeEndpoint sum to a value greater than 100, the trail will be "split" at the point controlled by startFadeEndpoint and each part will fade separately based on the repsective value. For example, if startFadeEndpoint is set to 50 and this is 1000, the first half of the trail will fade normally from 0 opacity at the start to full opacity at the mid point, but the other half will fade from 5% opacity ((100% - 50%) / 1000%) at the mid point to 0 at the end. Where the two parts meet, the opacity will fade from one to the other across a single segment of the trail.

    Default: 0

    Argument: Particle age

    fadeOutTime: number

    When the particle is meant to terminate, the trail will linger for this many seconds and its opacity will fade to 0 in that time.

    Default: 0

    frameIndex: ScalarValue

    The index of the frame to show from the texture atlas. Can be animated using a linear property or similar.

    Seemingly identical to frameIndexOffset? The sum of these two properties is the actual frame index that gets used.

    Default: 0

    Argument: Particle age

    frameIndexOffset: ScalarValue

    Seemingly identical to frameIndex? The sum of these two properties is the actual frame index that gets used.

    Default: 0

    Argument: Particle age

    glossiness: number

    Controls how sharp the specular highlights are.

    Default: 0.25

    See also:

    lighting: number

    Controls how the trail is lit. See LightingMode for more information.

    Default: -1

    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:

    normalMap: number

    Normal map texture ID.

    This is used to control the distortion effect of the trail.

    Default: 0

    See also:

    Tracer orientation mode. See TracerOrientationMode for more information.

    Default: TracerOrientationMode.LocalZ

    rgbMultiplier: ScalarValue

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

    Default: 1

    Argument: Active time

    segmentDuration: number

    The trail is made up of multiple quads, or segments. This controls how long each segment should last in seconds.

    Default: 1

    segmentInterval: number

    The trail is made up of multiple quads, or segments. This controls how many seconds to wait between new segments being created. Lower values produce a smoother trail.

    Default: 0

    segmentSubdivision: number

    The trail is made up of multiple quads, or segments. This controls how many times each completed segment should be subdivided. Higher values makes the trail look smoother.

    A "completed" segment is any segment that is not the leading one. The leading segment has one side attached to the end of the previous segment and the other attached to the tracer source, and is always a simple quad.

    Default: 0

    shadowDarkness: number

    Controls how dark shaded parts of the trail are.

    Default: 0

    specular: number

    Specular texture ID.

    Default: 0

    See also:

    specularity: number

    Controls how bright the specular highlights are.

    Default: 0.5

    See also:

    speedU: ScalarValue

    Controls how fast the UV coordinates should move horizontally.

    Default: 0

    Argument: Particle age

    startFadeEndpoint: ScalarValue

    Percentage along the trail from the start of the trail where the trail's opacity will start fading out towards the start. The trail will have 0 opacity at the start, and it will linearly increase towards full opacity at the point represented by this percentage.

    The percentage is of the way from the start of the trail to the end of it, so if the trail gets longer or shorter, this point will move with it.

    Values greater than 100 will make the trail never reach full opacity. For example, a value of 200 will make the trail fade from 0 opacity at the start to 50% (100% / 200%) at the end of the trail.

    If this value and endFadeEndpoint sum to a value greater than 100, the trail will be "split" at the point controlled by this value and each part will fade separately based on the repsective value. For example, if this is set to 50 and endFadeEndpoint is 1000, the first half of the trail will fade normally from 0 opacity at the start to full opacity at the mid point, but the other half will fade from 5% opacity ((100% - 50%) / 1000%) at the mid point to 0 at the end. Where the two parts meet, the opacity will fade from one to the other across a single segment of the trail.

    Default: 0

    Argument: Particle age

    texture: ScalarValue

    Texture ID.

    Default: 1

    Argument: Constant 0

    textureFraction: ScalarValue

    Controls how much of the texture's width is used per segment. If attachedUV is enabled, this instead controls how much of the texture's width to use for the entire trail.

    Default: 0.1

    Argument: Particle age

    totalFrames: number

    To split the texture into multiple animation frames, this value must be set to the total number of frames in the texture.

    Default: 1

    See also:

    The numeric ID for the type of action this represents.

    unk_ds3_f1_13: number

    Unknown integer.

    Default: -1

    unk_ds3_f1_14: number

    Unknown integer.

    Default: -1

    unk_ds3_f1_15: number

    Unknown integer.

    Default: 0

    unk_ds3_f1_8: number

    Unknown float.

    Default: 0

    unk_ds3_f2_0: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_1: number

    Unknown integer. Possibly boolean?

    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 integer.

    Default: 0

    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 float.

    This seems to be some sort of distance threshold. When the camera is within this distance, some things will look different in some ways. For example, when within the distance and the blend mode is set to BlendMode.Subtract, the opacity doesn't work the way it normally does. Other effects have been found as well, but what exactly this threshold is for is unknown.

    Default: 0

    unk_ds3_f2_3: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_9: number

    Unknown float.

    Default: 0

    unk_ds3_p1_13: ScalarValue

    Unknown scalar.

    Default: -1

    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_14: number

    Unknown integer.

    Default: 1

    unk_er_f1_15: number

    Unknown integer.

    Default: 1

    unk_er_f1_16: number

    Unknown integer.

    Default: 0

    unk_er_f2_39: number

    Unknown integer.

    Default: 0

    unk_sdt_f2_31: number

    Unknown integer.

    Default: 0

    unk_sdt_f2_32: number

    Unknown integer.

    When set to 1, it seems to stop unk_ds3_f2_29 from doing whatever it is doing, and it can also cause some ugly "outline" effects on things seen through particles.

    Default: 0

    unk_sdt_f2_36: number

    Unknown integer.

    Default: -2

    unk_sdt_f2_37: number

    Unknown integer.

    Default: 0

    unkDepthBlend1: number

    Unknown float.

    Default: 1

    unkDepthBlend2: number

    Unknown float.

    Default: 0

    varianceV: ScalarValue

    Controls how much the UV coordinates should be randomly offset by per segment.

    Default: 0

    Argument: Particle age

    The width of the trail.

    Default: 1

    Argument: Particle age

    widthMultiplier: ScalarValue

    Multiplier for width.

    Default: 1

    Argument: Emission time

    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 LegacyTracer

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