@cccode/fxr - v22.0.0

    Class PointLight

    Slot: Appearance

    Point light source.

    Hierarchy (View Summary, Expand)

    Index

    Constructors

    Properties

    asymmetryParam: number

    Controls how the fake fog from volumeDensity scatters the light. This value is ignored if phaseFunction is disabled, and the fog will scatter the light equally in all directions.

    • At 0, the light is scattered equally in every direction.
    • As the value approaches 1, the light is scattered more and more forward, in the same direction as the light was already traveling. This means that the fake fog will be less visible from the side or behind, and more visible from in front of the light.
    • At 1, the fog will not scatter the light at all, so it will be entirely invisible.
    • Values above 1 produce unnatural-looking effects where the light darkens the fog instead.

    Default: 0.75

    diffuseColor: Vector4Value

    Controls the diffuse color of the light.

    Values in this are unrestricted and can go above 1.

    If separateSpecular is disabled, this also controls the specular color of the light.

    Default: [1, 1, 1, 1]

    Argument: Active time

    See also:

    diffuseMultiplier: ScalarValue

    A scalar multiplier for the diffuse color. Good for easily adjusting the brightness of the light without changing the color.

    If separateSpecular is disabled, this also affects the specular color of the light.

    Default: 1

    Argument: Active time

    fadeOutTime: number

    The number of seconds the light takes to fade to nothing after being destroyed.

    Due to how the field this represents works, the time will be rounded to the nearest multiple of 1/30s.

    Default: 0

    falloffExponent: number

    Controls the falloff exponent of the light.

    Note: This is possibly something else, but the behavior is pretty similar to a falloff exponent in a few ways.

    Default: 1

    See also:

    flickerBrightness: number

    Brightness multiplier for the light when it flickers.

    Default: 0.5

    See also:

    flickerIntervalMax: number

    Controls the maximum interval for flickering.

    Default: 1

    See also:

    flickerIntervalMin: number

    Controls the minimum interval for flickering.

    Default: 0

    See also:

    jitterAcceleration: number

    Controls the acceleration of the jittering.

    Default: 1

    See also:

    jitterAndFlicker: boolean

    Toggles the jitter and flicker animations for the light.

    Default: false

    See also:

    jitterX: number

    Controls how much the light should move around randomly on the X-axis.

    Default: 0

    See also:

    jitterY: number

    Controls how much the light should move around randomly on the Y-axis.

    Default: 0

    See also:

    jitterZ: number

    Controls how much the light should move around randomly on the Z-axis.

    Default: 0

    See also:

    maxViewDistance: number

    Controls the maximum distance for the light source to be active. If the camera is farther away from the light source than this distance, it will stop emitting light.

    Setting this to 0 will disable the distance limit.

    Default: 0

    phaseFunction: boolean

    Controls whether or not asymmetryParam affects the fake fog from volumeDensity.

    Default: true

    radius: ScalarValue

    The maximum distance that the light may travel from the source, and the radius of the sphere in which other effects caused by the light source (for example volumeDensity and its related fields) may act.

    Default: 10

    Argument: Active time

    separateSpecular: boolean

    When enabled, this allows other properties and fields of the action to control the specular color independently of the diffuse color. When disabled, the diffuse counterpart of the properties or fields will affect both the diffuse and specular color.

    Default: false

    See also:

    shadowDarkness: number

    Controls how dark shadows from this light source are. At 0, the shadows will be entirely invisible.

    Default: 1

    shadows: boolean

    Controls if the light should have shadows or not.

    Note: Map objects also have a setting for casting shadows, and both must be enabled for an object to cast shadows from the light source.

    Default: false

    specularColor: Vector4Value

    Controls the specular color of the light.

    Values in this are unrestricted and can go above 1.

    If separateSpecular is disabled, this property is ignored and diffuseColor controls both the diffuse as well as the specular color.

    Default: [1, 1, 1, 1]

    Argument: Active time

    specularMultiplier: ScalarValue

    A scalar multiplier for the specular color.

    If separateSpecular is disabled, this property is ignored.

    Default: 1

    Argument: Active time

    The numeric ID for the type of action this represents.

    unk_ds3_f1_0: number

    Unknown integer.

    Default: 0

    unk_ds3_f1_1: number

    Unknown float.

    Default: 0

    unk_ds3_f2_0: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_12: number

    Unknown. Only used in Dark Souls 3.

    Default: 1

    unk_ds3_f2_15: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_16: number

    Unknown integer.

    Default: 2

    unk_ds3_f2_17: number

    Unknown integer.

    Default: 1

    unk_ds3_f2_18: number

    Unknown float.

    Default: 0

    unk_ds3_f2_19: number

    Unknown float.

    Default: 0

    unk_ds3_f2_20: number

    Unknown float.

    Default: 0

    unk_ds3_f2_21: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_22: number

    Unknown integer.

    Default: 100

    unk_ds3_f2_23: number

    Unknown integer.

    Default: 0

    unk_ds3_f2_3: number

    Unknown float.

    Default: 0

    unk_ds3_p1_3: ScalarValue

    Unknown scalar.

    Default: 0

    unk_ds3_p1_4: ScalarValue

    Unknown scalar.

    Default: 0

    unk_ds3_p1_5: ScalarValue

    Unknown scalar.

    Default: 0

    unk_ds3_p1_6: ScalarValue

    Unknown scalar.

    Default: 0

    unk_ds3_p1_7: ScalarValue

    Unknown scalar.

    Default: 10

    unk_ds3_p1_8: ScalarValue

    Unknown scalar.

    Default: 10

    unk_ds3_p1_9: ScalarValue

    Unknown scalar.

    Default: 10

    unk_ds3_p2_0: ScalarValue

    Affects the falloff of the light in some way, and how the normal of surfaces affect the intensity of the light.

    • At 0 or negative values, this completely disabled the light.
    • At 1, the light behaves like you would expect.
    • At values between 0 and 1, it seemingly makes the falloff of the light over distance stronger, so the light will sooner fade to nothing.
    • At values greater than 1, it will make the falloff weaker until near the maximum distance, and then it will very quickly fade to nothing. It also makes the normal of the surfaces hit by the light matter less. At very high values, anything within the radius basically becomes full bright.

    Default: 1

    See also:

    unk_ds3_p2_1: ScalarValue

    Unknown scalar.

    Default: 1

    unk_er_f2_29: number

    Unknown integer.

    Default: 1

    unk_er_f2_30: number

    Unknown float.

    Default: 1

    unk_er_f2_31: number

    Unknown integer.

    Default: 1

    unk_er_f2_32: number

    Unknown integer.

    Default: 0

    unk_sdt_f2_25: number

    Unknown float.

    Default: 0

    unk_sdt_p2_2: ScalarValue

    Unknown scalar.

    Default: 1

    volumeDensity: number

    Controls the density of some sort of fake fog in the volume hit by the light. The fog does not affect the actual light produced by the source and is not affected by shadows.

    Default: 0

    See also:

    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 PointLight

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