@cccode/fxr - v22.0.0

    Enumeration ActionType

    Values used to represent different types of FXR actions.

    Index

    Enumeration Members

    None: 0

    This action does nothing. It fits into most action slots and acts as a way to disable the effects of the other actions that go in those slots.

    NodeAcceleration: 1

    Controls the movement of the node. This is the most basic action for controlling the acceleration of nodes.

    NodeTranslation: 15

    Translates the node using a property, meaning it can be animated. This can be useful if you need the node to follow a specific path.

    NodeSpin: 34

    Controls the angular speed of the node.

    StaticNodeTransform: 35

    Controls the translation and rotation of a node.

    RandomNodeTransform: 36

    Controls the translation and rotation of a node, and can also randomize them.

    NodeAttachToCamera: 46

    Attaches the node to the camera.

    ParticleAcceleration: 55

    Controls the movement of particles. This is the most basic action for controlling the acceleration of particles.

    ParticleSpeed: 60

    Controls the movement of particles. This is the most basic action for controlling the speed of particles.

    ParticleSpeedRandomTurns: 64

    Controls the movement of particles. This extends ParticleSpeed with the ability to make particles make random turns at a fixed interval.

    ParticleSpeedPartialFollow: 65

    Controls the movement of particles. This extends ParticleSpeedRandomTurns with the ability to make particles partially follow the parent node.

    NodeSound: 75

    Plays a sound effect when the node activates that can repeat.

    EmissionSound: 81

    Plays a sound effect every time the node emits particles. It only plays the sound once per emission, not once per particle.

    NodeAccelerationRandomTurns: 83

    Controls the movement of the node. This extends NodeAcceleration with the ability to make the node turn a random amount at a given interval.

    ParticleAccelerationRandomTurns: 84

    Controls the movement of particles. This extends ParticleAcceleration with the ability to make particles make random turns at a fixed interval.

    ParticleAccelerationPartialFollow: 105

    Controls the movement of particles. This extends ParticleAccelerationRandomTurns with the ability to make particles partially follow the parent node.

    NodeAccelerationPartialFollow: 106

    Controls the movement of the node. This extends NodeAccelerationRandomTurns with the ability to make the node partially follow or exaggerate the parent node's movement.

    NodeAccelerationSpin: 113

    Controls the movement of the node. This extends NodeAcceleration with the ability to control the node's angular speed.

    NodeSpeed: 120

    Controls the movement of the node. This is the most basic action for controlling the speed of nodes.

    NodeSpeedRandomTurns: 121

    Controls the movement of the node. This extends NodeSpeed with the ability to make the node turn a random amount at a given interval.

    NodeSpeedPartialFollow: 122

    Controls the movement of the node. This extends NodeSpeedRandomTurns with the ability to make the node partially follow or exaggerate the parent node's movement.

    NodeSpeedSpin: 123

    Controls the movement of the node. This extends NodeSpeed with the ability to control the node's angular speed.

    NodeAttributes: 128

    Controls various things about the node, like its duration, and how it is attached to the parent node.

    ParticleAttributes: 129

    Controls the duration of particles emitted by the node, and how the particles are attached to the node.

    Unk130: 130

    Unknown action that is in every basic config in every game, and still literally nothing is known about it.

    ParticleModifier: 131

    Modifies particles in various ways.

    Note: This is not a property modifier, it is an action that modifies particles emitted from the same node.

    SFXReference: 132

    References another SFX by its ID.

    LevelsOfDetailThresholds: 133

    Used in the levels of detail config to manage the duration and thresholds for the levels of detail node.

    StateConfigMap: 199

    Maps states to configs in the parent node.

    SelectAllNodes: 200

    Used in NodeEmitter configs to emit all child nodes every emission.

    SelectRandomNode: 201

    Used in NodeEmitter configs to emit a random child node every emission.

    PeriodicEmitter: 300

    Emits particles periodically.

    EqualDistanceEmitter: 301

    Emits particles once it has moved a certain distance from where it last emitted particles.

    OneTimeEmitter: 399

    Emits one particle once.

    PointEmitterShape: 400

    Makes the emitter a single point.

    DiskEmitterShape: 401

    Makes the emitter disk-shaped.

    RectangleEmitterShape: 402

    Makes the emitter rectangular.

    SphereEmitterShape: 403

    Makes the emitter spherical.

    BoxEmitterShape: 404

    Makes the emitter cuboidal.

    CylinderEmitterShape: 405

    Makes the emitter cylindrical.

    NoSpread: 500

    Makes all emitted instances have the default initial direction from the emitter. See InitialDirection for more information.

    CircularSpread: 501

    Gives each emitted instance a random initial direction offset within a circular cone. See InitialDirection for more information.

    EllipticalSpread: 502

    Gives each emitted instance a random initial direction offset within an elliptical cone. See InitialDirection for more information.

    RectangularSpread: 503

    Gives each emitted instance a random initial direction offset within a rectangular cone. See InitialDirection for more information.

    PointSprite: 600

    Very basic point sprite particle. Similar to BillboardEx, but far simpler.

    Line: 601

    Simple line particle. It automatically rotates to match the direction it's moving.

    QuadLine: 602

    Simple rectangular particle, very similar to Line particles, but has properties that control the width as well as the length. It automatically rotates to match the direction it's moving.

    BillboardEx: 603

    Particle with a texture that may be animated. This is the most common particle type and it has a lot of useful fields and properties.

    MultiTextureBillboardEx: 604

    Particle with multiple textures that can scroll.

    Model: 605

    Particle with a 3D model.

    Some models don't work properly with this action for some reason. For example, the Carian greatsword model in Elden Ring (88300), gets horribly stretched and distorted when used with this action. If you find a model like this that you want to use, try using the RichModel action instead.

    LegacyTracer: 606

    Creates a trail behind moving effects.

    This is an older version of Tracer with fewer features.

    Distortion: 607

    A particle that distorts anything seen through it.

    Note: This particle is not visible if the "Effects" setting is set to "Low".

    RadialBlur: 608

    A particle that applies a radial blur to anything seen through it.

    Note: This particle is not visible if the "Effects" setting is set to "Low".

    PointLight: 609

    Point light source.

    SimulateTermination: 700

    Allows the effect to play out once it terminates. Particle emitters will stop emitting new particles, but particles with a finite duration that have already been emitted will stay around for as long as their duration allows them to.

    Note: An effect terminates when it reaches State -1.

    FadeTermination: 701

    Allows the effect to continue playing normally after it terminates, but its opacity will gradually fade out over a given duration.

    Note: An effect terminates when it reaches State -1.

    InstantTermination: 702

    Makes the effect instantly disappear when it terminates.

    Note: An effect terminates when it reaches State -1.

    NodeForceSpeed: 731

    Controls how the node is affected by forces. For more information about forces that can affect nodes and particles, see:

    ParticleForceSpeed: 732

    Controls how the particles emitted by the node is affected by forces. For more information about forces that can affect nodes and particles, see:

    NodeForceAcceleration: 733

    Controls how the node is affected by forces. For more information about forces that can affect nodes and particles, see:

    ParticleForceAcceleration: 734

    Controls how the particles emitted by the node is affected by forces. For more information about forces that can affect nodes and particles, see:

    ParticleForceCollision: 800

    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.

    GPUStandardParticle: 10000

    An entire particle system in a single action. This emits GPU particles, which means thousands of particles can be rendered without much impact on performance.

    Note that while this emits particles, it is itself not a particle, and the particles emitted by this action are not affected by everything that affects regular particles.

    The name of this action is from Elden Ring's RTTI, where it's called "StandardParticle".

    GPUStandardCorrectParticle: 10001

    Very similar to GPUStandardParticle, with no known differences.

    The name of this action is from Elden Ring's RTTI, where it's called "StandardCorrectParticle". An action with the same ID had the name "WanderingVision" in Dark Souls 3, and that action could still exist in DS3, but it is not found in the vanilla game, so testing it is difficult.

    Note: This action does not exist in Dark Souls 3 or Sekiro, but it still has unknown fields and properties named after those games. This is because it makes the conversion between this action and GPUStandardParticle much simpler. When written for those two games, this action will be converted to the other action automatically.

    Unk10002_Fluid: 10002

    Unknown action that may exist in Dark Souls 3. It is not used in vanilla, but its name and ID have been found in the game's executable.

    LightShaft: 10003

    A pretty simple light shafts effect only used in Dark Souls 3. It shows up if converted for Sekiro, but it doesn't seem to work correctly in that game. It does not seem to work at all in Elden Ring or Armored Core 6.

    GPUSparkParticle: 10008

    Similar to GPUStandardParticle, this is essentially an entire particle system in a single action. It defines everything about an emitter as well as the particles it emits. The particles emitted by this action are GPU particles, which means that a lot of them can be rendered at the same time without much impact on performance. The particles are also not affected by most things that affect regular particles, like ParticleMovement actions.

    What makes this different from GPUStandardParticle is that this actions seems to be designed specifically for effects that create sparks. While the other action's particles is more like billboard particles from, for example, BillboardEx, this action's particles are more like QuadLine or Tracer particles. They bend and rotate to align with the direction they are traveling, and they stretch based on how fast they're moving.

    The name of this action is from Elden Ring's RTTI, where it's called "SparkParticle".

    This action was first used in Armored Core 6, but definitely also works in Sekiro and Elden Ring. It might work in Dark Souls 3, but its structure is at least somewhat different there, and what that structure looks like is unknown. AC6's structure is compatible with Sekiro and ER, but some features may not work due to having been added in later versions.

    GPUSparkCorrectParticle: 10009

    Very similar to GPUSparkParticle, just like how GPUStandardCorrectParticle is similar to GPUStandardParticle, except these two spark actions have some known differences.

    Not all of the differences have been documented yet, but here are some:

    • This action seems to have swapped some axes of rotation, causing some confusing things to happen when the node is spinning.
    • The particles from this action are smaller.
    • The particles from this action move slower. It's possible that this action uses a different unit of distance, since that would explain both the slower movement and the smaller particles.

    The name of this action is from Elden Ring's RTTI, where it's called "SparkCorrectParticle".

    Unk10010_Tracer: 10010

    Unknown action that may exist in Dark Souls 3. It is not used in vanilla, but its name and ID have been found in the game's executable.

    Tracer: 10012

    Creates a trail behind moving effects.

    This is a newer version of LegacyTracer with more features, like being able to make the opacity of the trail be based on the movement speed of the particle.

    WaterInteraction: 10013

    Simulates an interaction with water, allowing effects to create ripples in nearby water. The interaction basically pushes water in a shape controlled by a texture down to a given depth and holds it there for a duration before releasing it.

    LensFlare: 10014

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

    RichModel: 10015

    Particle with a 3D model. Similar to Model, but with some different options and seemingly no way to change the blend mode.

    Some models only work properly with this action and not with the Model action for some unknown reason. A good example of this is the Carian greatsword model in Elden Ring (88300), which gets horribly stretched and distorted when used with the other action, but it works fine with this one.

    Unk10100: 10100

    Unknown root node action.

    CancelForce: 10200

    Cancels all forces in a volume. This includes wind from weather, and forces from the following actions:

    The name of this action is based on Elden Ring's RTTI, where it's called "ForceFieldCancelArea".

    WindForce: 10300

    Creates a directional force in a volume, which is most often useful for creating wind effects. The direction of the force is based on the direction of the node.

    The name of this action is based on Elden Ring's RTTI, where it's called "ForceFieldWindArea".

    GravityForce: 10301

    Creates a radial force in a volume. This pulls things towards itself, or pushes away if the force is negative.

    The name of this action is based on Elden Ring's RTTI, where it's called "ForceFieldGravityArea".

    ForceCollision: 10302

    Controls the volume used to detect whether or not the node is inside a force volume.

    The name of this action is based on Elden Ring's RTTI, where it's called "CollisionFieldArea".

    TurbulenceForce: 10303

    Creates a chaotic force in a volume.

    The name of this action is based on Elden Ring's RTTI, where it's called "ForceFieldTurbulenceArea".

    Unk10400: 10400

    Unknown root node action.

    Unk10500: 10500

    Unknown root node action.

    SpotLight: 11000

    Light source with an elliptic cone shape, a spot light.

    MMNEPVFCICPMFPCPTTAAATR