Blend mode.
Default: BlendMode.Add
When enabled, this allows the lens flare to have a bloom effect.
Does not seem to work in Sekiro.
Default: false
See also:
Layer 1 texture ID.
Default: 1
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:
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:
Layer 1 color.
Default: [1, 1, 1, 1]
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:
Layer 1 height.
Default: 1
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:
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:
Controls how the offset vector is calculated for layer1. See ReflectionMode for more details.
Default: ReflectionMode.None
See also:
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:
Layer 1 width.
Default: 1
Layer 2 texture ID.
Default: 0
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:
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:
Layer 2 color.
Default: [1, 1, 1, 1]
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:
Layer 2 height.
Default: 1
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:
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:
Controls how the offset vector is calculated for layer2. See ReflectionMode for more details.
Default: ReflectionMode.None
See also:
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:
Layer 2 width.
Default: 1
Layer 3 texture ID.
Default: 0
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:
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:
Layer 3 color.
Default: [1, 1, 1, 1]
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:
Layer 3 height.
Default: 1
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:
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:
Controls how the offset vector is calculated for layer3. See ReflectionMode for more details.
Default: ReflectionMode.None
See also:
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:
Layer 3 width.
Default: 1
Layer 4 texture ID.
This layer seems to work a bit differently from the others in Sekiro.
Default: 0
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:
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:
Layer 4 color.
Default: [1, 1, 1, 1]
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:
Layer 4 height.
Default: 1
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:
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:
Controls how the offset vector is calculated for layer4. See ReflectionMode for more details.
Default: ReflectionMode.None
See also:
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:
Layer 4 width.
Default: 1
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
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
Readonly
typeThe numeric ID for the type of action this represents.
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 integer.
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: 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: 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: 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: -2
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
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 10014 - LensFlare
Slot: Appearance
Creates lens flares with up to 4 textured layers with different colors and sizes.