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
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
Controls whether or not the particles have an additional bloom effect controlled by bloomColor.
Note:
Default: true
See also:
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 for the particle.
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:
Color multiplier for the particle.
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:
Color multiplier for the particle.
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:
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:
Controls how the particles should render when behind something else. If disabled, the particles will simply be drawn behind anything they are behind in the world. If enabled, they will instead display in front of the object if they are close enough, and will fade out with distance from the object's surface that is blocking the view of the particle.
Default: true
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
Seemingly identical to frameIndex? The sum of these two properties is the actual frame index that gets used.
Default: 0
Argument: Particle age
The height of the particle.
If uniformScale is enabled, width also controls the height, and this property is ignored.
Default: 1
Argument: Particle age
If enabled, the texture animation will use linear interpolation to mix frames when the frame index is not a whole number. For example, if the frame index is 0.5, enabling this will cause the average of the first two frames to be shown instead of just the first frame.
If disabled, the frame index will be truncated to get a whole number.
Default: true
See also:
Layer 1 texture ID.
Default: 1
Color multiplier for Layer 1.
Values in this will be clamped to the 0-1 range.
Default: [1, 1, 1, 1]
Argument: Particle age
Layer 2 texture ID.
Default: 1
Color multiplier for Layer 2.
Values in this will be clamped to the 0-1 range.
Default: [1, 1, 1, 1]
Argument: Particle age
Layer 3 texture ID.
Default: 1
Color multiplier for Layer 3.
Values in this will be clamped to the 0-1 range.
Default: [1, 1, 1, 1]
Argument: Particle age
Controls how the particles are lit. See LightingMode for more information.
Default: -1
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:
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:
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:
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 the shape of the particles. If disabled, the particles will be rectangular. If enabled, they will be octagonal.
Default: false
Controls the orientation mode for the particles. See OrientationMode for more information.
Default: OrientationMode.CameraPlane
Scalar multiplier for the color that does not affect the alpha. Effectively a brightness multiplier.
Default: 1
Argument: Active time
When true
, scaling is applied before rotation for the particle, which allows non-square particles to maintain their shape when rotated. When false
, scaling is applied after rotation, which allows particles to be skewed, for example a square rotated 45 degrees and then made thinner will turn into a diamond shape.
Default: true
Controls how dark shaded parts of the particle are.
Default: 0
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:
Readonly
typeThe numeric ID for the type of action this represents.
Unknown integer.
Default: 0
Unknown integer.
Default: -2
Unknown integer.
Default: -2
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Value | Behavior |
---|---|
0 | All layers may have colors, and the layer textures are all multiplied when blending. The opacity is based only on the alpha of the layer1 texture. |
1 | Removes all color from layers 2 and 3, and makes the brightness of the pixels in the texture of those layers affect the opacity. |
2 | Removes all color from layer 2 only, and makes the brightness of the pixels in the texture of that layer affect the opacity. |
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer, however it seems to affect the blending of the layers and color multipliers in some way.
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.
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
Unknown float.
Default: 0
Unknown float.
Default: 0
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 integer.
Default: 1
Unknown integer.
Default: 1
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown float.
Default: 0
Unknown integer.
Default: 0
Unknown integer.
Default: 0
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
Unknown integer.
Default: -2
Unknown integer.
Default: 0
Unknown integer.
Default: 1
Unknown integer.
Default: 1
Unknown integer.
Default: 0
Unknown integer.
Default: 0
Unknown float.
Default: 1
Unknown float.
Default: 0
The width of the particle.
If uniformScale is enabled, this also controls the height.
Default: 1
Argument: Particle age
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 604 - MultiTextureBillboardEx
Slot: Appearance
Particle with multiple textures that can scroll.