@cccode/fxr - v22.0.0

    Class LensFlare

    Slot: Appearance

    Creates lens flares with up to 4 textured layers with different colors and sizes.

    Hierarchy (View Summary, Expand)

    Index

    Constructors

    Properties

    blendMode bloom layer1 layer1AttenuationRadius layer1BloomColor layer1Color layer1ColorMultiplier layer1Count layer1Height layer1Offset layer1OffsetVariation layer1Reflection layer1ScaleVariationX layer1ScaleVariationY layer1UniformScale layer1Width layer2 layer2AttenuationRadius layer2BloomColor layer2Color layer2ColorMultiplier layer2Count layer2Height layer2Offset layer2OffsetVariation layer2Reflection layer2ScaleVariationX layer2ScaleVariationY layer2UniformScale layer2Width layer3 layer3AttenuationRadius layer3BloomColor layer3Color layer3ColorMultiplier layer3Count layer3Height layer3Offset layer3OffsetVariation layer3Reflection layer3ScaleVariationX layer3ScaleVariationY layer3UniformScale layer3Width layer4 layer4AttenuationRadius layer4BloomColor layer4Color layer4ColorMultiplier layer4Count layer4Height layer4Offset layer4OffsetVariation layer4Reflection layer4ScaleVariationX layer4ScaleVariationY layer4UniformScale layer4Width opacityTransitionDuration sourceSize type unk_ac6_f1_75 unk_ac6_f1_76 unk_ac6_f1_77 unk_ac6_f1_78 unk_ac6_f1_79 unk_ac6_f1_80 unk_er_f1_4 unk_er_f1_57 unk_er_f1_8 unk_er_f2_0 unk_er_f2_1 unk_er_f2_10 unk_er_f2_11 unk_er_f2_12 unk_er_f2_13 unk_er_f2_14 unk_er_f2_15 unk_er_f2_16 unk_er_f2_17 unk_er_f2_18 unk_er_f2_19 unk_er_f2_2 unk_er_f2_20 unk_er_f2_21 unk_er_f2_22 unk_er_f2_23 unk_er_f2_24 unk_er_f2_25 unk_er_f2_26 unk_er_f2_27 unk_er_f2_28 unk_er_f2_29 unk_er_f2_3 unk_er_f2_30 unk_er_f2_31 unk_er_f2_32 unk_er_f2_33 unk_er_f2_34 unk_er_f2_35 unk_er_f2_36 unk_er_f2_4 unk_er_f2_5 unk_er_f2_6 unk_er_f2_7 unk_er_f2_8 unk_er_f2_9

    Accessors

    Methods

    Constructors

    Properties

    blendMode: BlendMode

    Blend mode.

    Default: BlendMode.Add

    bloom: boolean

    When enabled, this allows the lens flare to have a bloom effect.

    Does not seem to work in Sekiro.

    Default: false

    See also:

    layer1: number

    Layer 1 texture ID.

    Default: 1

    layer1AttenuationRadius: number

    This controls the radius of a sphere around the source for layer1. Each flare has its own radius, which calculated by dividing this radius by the absolute value of the flare's offset. If the center of the screen is not within the projection of this sphere on the screen, the flare will not be visible, and it fades out gradually as the center of the screen moves from within the sphere to outside it. In other words, this fades out flares based on their offset and the distance from the source to the center of the screen, which means it's harder to see flares farther away from the source, and if the source is far away from the center of the screen. Can be set to -1 to disable this limit and always display the flare(s).

    Default: -1

    See also:

    layer1BloomColor: Vector4

    The bloom color for layer 1. This is multiplied with the layer's color to get the final color for the bloom.

    Default: [1, 1, 1, 1]

    See also:

    layer1Color: Vector4Value

    Layer 1 color.

    Default: [1, 1, 1, 1]

    layer1ColorMultiplier: Vector4

    Multiplier for the layer's color.

    Default: [1, 1, 1, 1]

    See also:

    layer1Count: number

    The number of flares to create from layer1. Unless given random offsets, they will all just stack on top of each other in the same spot.

    Setting it to very high values can have a significant impact on performance.

    Default: 1

    See also:

    layer1Height: ScalarValue

    Layer 1 height.

    Default: 1

    layer1Offset: number

    Controls where the lens flare(s) from layer1 will appear on the screen relative to the source and the center of the screen.

    This is basically a scalar multiplier for the offset vector.

    This requires layer1Reflection to not be set to ReflectionMode.None.

    Default: 0

    See also:

    layer1OffsetVariation: number

    For each flare of layer1, a random number is picked between this value and 1, and this random number is then multiplied with layer1Offset to get the final offset for the flare.

    This requires layer1Reflection to not be set to ReflectionMode.None.

    Default: 1

    See also:

    layer1Reflection: number

    Controls how the offset vector is calculated for layer1. See ReflectionMode for more details.

    Default: ReflectionMode.None

    See also:

    layer1ScaleVariationX: number

    The width of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer1ScaleVariationY: number

    The height of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer1UniformScale: boolean

    When enabled, the layer's width also controls the height, and the height property is ignored. The same is also true for the scale variation fields.

    Default: false

    See also:

    layer1Width: ScalarValue

    Layer 1 width.

    Default: 1

    layer2: number

    Layer 2 texture ID.

    Default: 0

    layer2AttenuationRadius: number

    This controls the radius of a sphere around the source for layer2. Each flare has its own radius, which calculated by dividing this radius by the absolute value of the flare's offset. If the center of the screen is not within the projection of this sphere on the screen, the flare will not be visible, and it fades out gradually as the center of the screen moves from within the sphere to outside it. In other words, this fades out flares based on their offset and the distance from the source to the center of the screen, which means it's harder to see flares farther away from the source, and if the source is far away from the center of the screen. Can be set to -1 to disable this limit and always display the flare(s).

    Default: -1

    See also:

    layer2BloomColor: Vector4

    The bloom color for layer 2. This is multiplied with the layer's color to get the final color for the bloom.

    Default: [1, 1, 1, 1]

    See also:

    layer2Color: Vector4Value

    Layer 2 color.

    Default: [1, 1, 1, 1]

    layer2ColorMultiplier: Vector4

    Multiplier for the layer's color.

    Default: [1, 1, 1, 1]

    See also:

    layer2Count: number

    The number of flares to create from layer2. Unless given random offsets, they will all just stack on top of each other in the same spot.

    Setting it to very high values can have a significant impact on performance.

    Default: 1

    See also:

    layer2Height: ScalarValue

    Layer 2 height.

    Default: 1

    layer2Offset: number

    Controls where the lens flare(s) from layer2 will appear on the screen relative to the source and the center of the screen.

    This is basically a scalar multiplier for the offset vector.

    This requires layer2Reflection to not be set to ReflectionMode.None.

    Default: 0

    See also:

    layer2OffsetVariation: number

    For each flare of layer2, a random number is picked between this value and 1, and this random number is then multiplied with layer2Offset to get the final offset for the flare.

    This requires layer2Reflection to not be set to ReflectionMode.None.

    Default: 1

    See also:

    layer2Reflection: number

    Controls how the offset vector is calculated for layer2. See ReflectionMode for more details.

    Default: ReflectionMode.None

    See also:

    layer2ScaleVariationX: number

    The width of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer2ScaleVariationY: number

    The height of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer2UniformScale: boolean

    When enabled, the layer's width also controls the height, and the height property is ignored. The same is also true for the scale variation fields.

    Default: false

    See also:

    layer2Width: ScalarValue

    Layer 2 width.

    Default: 1

    layer3: number

    Layer 3 texture ID.

    Default: 0

    layer3AttenuationRadius: number

    This controls the radius of a sphere around the source for layer3. Each flare has its own radius, which calculated by dividing this radius by the absolute value of the flare's offset. If the center of the screen is not within the projection of this sphere on the screen, the flare will not be visible, and it fades out gradually as the center of the screen moves from within the sphere to outside it. In other words, this fades out flares based on their offset and the distance from the source to the center of the screen, which means it's harder to see flares farther away from the source, and if the source is far away from the center of the screen. Can be set to -1 to disable this limit and always display the flare(s).

    Default: -1

    See also:

    layer3BloomColor: Vector4

    The bloom color for layer 3. This is multiplied with the layer's color to get the final color for the bloom.

    Default: [1, 1, 1, 1]

    See also:

    layer3Color: Vector4Value

    Layer 3 color.

    Default: [1, 1, 1, 1]

    layer3ColorMultiplier: Vector4

    Multiplier for the layer's color.

    Default: [1, 1, 1, 1]

    See also:

    layer3Count: number

    The number of flares to create from layer3. Unless given random offsets, they will all just stack on top of each other in the same spot.

    Setting it to very high values can have a significant impact on performance.

    Default: 1

    See also:

    layer3Height: ScalarValue

    Layer 3 height.

    Default: 1

    layer3Offset: number

    Controls where the lens flare(s) from layer3 will appear on the screen relative to the source and the center of the screen.

    This is basically a scalar multiplier for the offset vector.

    This requires layer3Reflection to not be set to ReflectionMode.None.

    Default: 0

    See also:

    layer3OffsetVariation: number

    For each flare of layer3, a random number is picked between this value and 1, and this random number is then multiplied with layer3Offset to get the final offset for the flare.

    This requires layer3Reflection to not be set to ReflectionMode.None.

    Default: 1

    See also:

    layer3Reflection: number

    Controls how the offset vector is calculated for layer3. See ReflectionMode for more details.

    Default: ReflectionMode.None

    See also:

    layer3ScaleVariationX: number

    The width of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer3ScaleVariationY: number

    The height of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer3UniformScale: boolean

    When enabled, the layer's width also controls the height, and the height property is ignored. The same is also true for the scale variation fields.

    Default: false

    See also:

    layer3Width: ScalarValue

    Layer 3 width.

    Default: 1

    layer4: number

    Layer 4 texture ID.

    This layer seems to work a bit differently from the others in Sekiro.

    Default: 0

    layer4AttenuationRadius: number

    This controls the radius of a sphere around the source for layer4. Each flare has its own radius, which calculated by dividing this radius by the absolute value of the flare's offset. If the center of the screen is not within the projection of this sphere on the screen, the flare will not be visible, and it fades out gradually as the center of the screen moves from within the sphere to outside it. In other words, this fades out flares based on their offset and the distance from the source to the center of the screen, which means it's harder to see flares farther away from the source, and if the source is far away from the center of the screen. Can be set to -1 to disable this limit and always display the flare(s).

    Default: -1

    See also:

    layer4BloomColor: Vector4

    The bloom color for layer 4. This is multiplied with the layer's color to get the final color for the bloom.

    Default: [1, 1, 1, 1]

    See also:

    layer4Color: Vector4Value

    Layer 4 color.

    Default: [1, 1, 1, 1]

    layer4ColorMultiplier: Vector4

    Multiplier for the layer's color.

    Default: [1, 1, 1, 1]

    See also:

    layer4Count: number

    The number of flares to create from layer4. Unless given random offsets, they will all just stack on top of each other in the same spot.

    Setting it to very high values can have a significant impact on performance.

    Default: 1

    See also:

    layer4Height: ScalarValue

    Layer 4 height.

    Default: 1

    layer4Offset: number

    Controls where the lens flare(s) from layer4 will appear on the screen relative to the source and the center of the screen.

    This is basically a scalar multiplier for the offset vector.

    This requires layer4Reflection to not be set to ReflectionMode.None.

    Default: 0

    See also:

    layer4OffsetVariation: number

    For each flare of layer4, a random number is picked between this value and 1, and this random number is then multiplied with layer4Offset to get the final offset for the flare.

    This requires layer4Reflection to not be set to ReflectionMode.None.

    Default: 1

    See also:

    layer4Reflection: number

    Controls how the offset vector is calculated for layer4. See ReflectionMode for more details.

    Default: ReflectionMode.None

    See also:

    layer4ScaleVariationX: number

    The width of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer4ScaleVariationY: number

    The height of each flare is multiplied by a random value between this and 1.

    Default: 1

    See also:

    layer4UniformScale: boolean

    When enabled, the layer's width also controls the height, and the height property is ignored. The same is also true for the scale variation fields.

    Default: false

    See also:

    layer4Width: ScalarValue

    Layer 4 width.

    Default: 1

    opacityTransitionDuration: number

    The time in seconds it takes for the opacity of the lens flare to transition when the source comes more into or goes more out of view.

    Default: 1

    sourceSize: number

    Diameter of the lens flare source sphere.

    The opacity of the lens flare depends on how much of the source is in view.

    Default: 1

    type: LensFlare

    The numeric ID for the type of action this represents.

    unk_ac6_f1_75: number

    Unknown float.

    Default: -1

    unk_ac6_f1_76: number

    Unknown float.

    Default: -1

    unk_ac6_f1_77: number

    Unknown float.

    Default: -1

    unk_ac6_f1_78: number

    Unknown float.

    Default: -1

    unk_ac6_f1_79: number

    Unknown float.

    Default: -1

    unk_ac6_f1_80: number

    Unknown float.

    Default: -1

    unk_er_f1_4: number

    Unknown integer.

    Default: 0

    unk_er_f1_57: number

    Unknown integer.

    Default: 1

    unk_er_f1_8: number

    Unknown integer.

    Default: 0

    unk_er_f2_0: number

    Unknown integer.

    Default: 0

    unk_er_f2_1: number

    Unknown integer.

    Default: 0

    unk_er_f2_10: number

    Unknown integer.

    Default: 0

    unk_er_f2_11: number

    Unknown integer.

    Default: 0

    unk_er_f2_12: number

    Unknown integer.

    Default: 0

    unk_er_f2_13: number

    Unknown integer.

    Default: 0

    unk_er_f2_14: number

    Unknown integer.

    Default: 0

    unk_er_f2_15: number

    Unknown integer.

    Default: 0

    unk_er_f2_16: number

    Unknown integer.

    Default: 0

    unk_er_f2_17: number

    Unknown integer.

    Default: 0

    unk_er_f2_18: number

    Unknown integer.

    Default: 0

    unk_er_f2_19: number

    Unknown integer.

    Default: 0

    unk_er_f2_2: number

    Unknown integer.

    Default: 0

    unk_er_f2_20: number

    Unknown integer.

    Default: 0

    unk_er_f2_21: number

    Unknown integer.

    Default: 0

    unk_er_f2_22: number

    Unknown integer.

    Default: 0

    unk_er_f2_23: number

    Unknown integer.

    Default: 0

    unk_er_f2_24: number

    Unknown integer.

    Default: 0

    unk_er_f2_25: number

    Unknown integer.

    Default: 0

    unk_er_f2_26: number

    Unknown integer.

    Default: 0

    unk_er_f2_27: number

    Unknown integer.

    Default: 0

    unk_er_f2_28: number

    Unknown integer.

    Default: 0

    unk_er_f2_29: number

    Unknown integer.

    Default: 0

    unk_er_f2_3: number

    Unknown integer.

    Default: 0

    unk_er_f2_30: number

    Unknown integer.

    Default: 0

    unk_er_f2_31: number

    Unknown integer.

    Default: 0

    unk_er_f2_32: number

    Unknown integer.

    Default: 0

    unk_er_f2_33: number

    Unknown integer.

    Default: 0

    unk_er_f2_34: number

    Unknown integer.

    Default: 0

    unk_er_f2_35: number

    Unknown integer.

    Default: 0

    unk_er_f2_36: number

    Unknown integer.

    Default: -2

    unk_er_f2_4: number

    Unknown integer.

    Default: 0

    unk_er_f2_5: number

    Unknown integer.

    Default: 0

    unk_er_f2_6: number

    Unknown integer.

    Default: 0

    unk_er_f2_7: number

    Unknown integer.

    Default: 0

    unk_er_f2_8: number

    Unknown integer.

    Default: 0

    unk_er_f2_9: number

    Unknown integer.

    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 size of the action by a factor. This only does something when used with actions that have scaling properties.

      Parameters

      • factor: number

        The factor to scale by.

      • options: { mode?: ScalingMode } = {}

      Returns LensFlare

    • 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 LensFlare

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