The coefficient of restitution of the particles, or how "bouncy" they are.
Values | Behavior |
---|---|
≤0 | Completely inelastic collision. The particles will not bounce if they hit something. They will just stop or slide. |
0-1 | Partially elastic collision. The particles will bounce, but they will lose some energy from the collision, causing them to bounce back at a reduced speed compared to the speed they had before the collision. |
1 | Perfectly elastic collision. No energy is lost from any collision, causing the particles to bounce off at the same speed they hit the surface. |
>1 | Hyper-elastic collision. The particles will gain energy from every collision, causing them to speed up every time they collide with something. Hitting something at an angle may in some cases still cause them to lose some energy. |
Default: 0.5
The friction coefficient of the particles. This controls how quickly particles stop while sliding against a surface.
Values | Behavior |
---|---|
<0 | The particles will accelerate as they slide, going faster and faster over time. |
0 | The particles will not decelerate at all as they slide. They will just keep sliding forever unless something else stops them. |
0-1 | The particles will decelerate as they slide, causing them to eventually come to a stop. |
≥1 | The particles will stop immediately if they contact a surface. They may still bounce, but they will never slide along the surface. |
Default: 0.5
The collision radius of the particles. This controls the maximum distance between the particles and a surface they can collide with for a collision to be detected.
Default: 1
Readonly
typeThe numeric ID for the type of action this represents.
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 800 - ParticleForceCollision
Slot: ParticleForceMovement
Enables particles emitted by the node to collide with surfaces, and controls how those collisions affect the movement of the particles.
Note that this works very differently from the collision-related fields in the GPU particle appearance actions. The collision detection for those are entriely based on the distances between the camera and everything in its view, so if a particle is farther away from the camera than an object, the particle will be able to collide with it. The collision detection used in this action is based on the real 3D geometry of the scene, so particles can collide with anything, even while they are out of view.
Also note that this action seems to cause the game to crash very easily. If a particle affected by this action despawns due to its limited duration, the game will crash no matter what.