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.
Controls the movement of the node. This is the most basic action for controlling the acceleration of nodes.
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.
Controls the translation and rotation of a node.
Controls the translation and rotation of a node, and can also randomize them.
Attaches the node to the camera.
Controls the movement of particles. This is the most basic action for controlling the acceleration of particles.
Controls the movement of particles. This is the most basic action for controlling the speed of particles.
Controls the movement of particles. This extends ParticleSpeed with the ability to make particles make random turns at a fixed interval.
Controls the movement of particles. This extends ParticleSpeedRandomTurns with the ability to make particles partially follow the parent node.
Plays a sound effect every time the node emits particles. It only plays the sound once per emission, not once per particle.
Controls the movement of the node. This extends NodeAcceleration with the ability to make the node turn a random amount at a given interval.
Controls the movement of particles. This extends ParticleAcceleration with the ability to make particles make random turns at a fixed interval.
Controls the movement of particles. This extends ParticleAccelerationRandomTurns with the ability to make particles partially follow the parent node.
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.
Controls the movement of the node. This extends NodeAcceleration with the ability to control the node's angular speed.
Controls the movement of the node. This is the most basic action for controlling the speed of nodes.
Controls the movement of the node. This extends NodeSpeed with the ability to make the node turn a random amount at a given interval.
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.
Controls the movement of the node. This extends NodeSpeed with the ability to control the node's angular speed.
Controls various things about the node, like its duration, and how it is attached to the parent node.
Controls the duration of particles emitted by the node, and how the particles are attached to the node.
Unknown action that is in every basic config in every game, and still literally nothing is known about it.
Modifies particles in various ways.
Note: This is not a property modifier, it is an action that modifies particles emitted from the same node.
Used in the levels of detail config to manage the duration and thresholds for the levels of detail node.
Maps states to configs in the parent node.
Used in NodeEmitter configs to emit all child nodes every emission.
Used in NodeEmitter configs to emit a random child node every emission.
Emits particles once it has moved a certain distance from where it last emitted particles.
Makes the emitter a single point.
Makes the emitter disk-shaped.
Makes the emitter rectangular.
Makes the emitter spherical.
Makes the emitter cylindrical.
Makes all emitted instances have the default initial direction from the emitter. See InitialDirection for more information.
Gives each emitted instance a random initial direction offset within a circular cone. See InitialDirection for more information.
Gives each emitted instance a random initial direction offset within an elliptical cone. See InitialDirection for more information.
Gives each emitted instance a random initial direction offset within a rectangular cone. See InitialDirection for more information.
Defines a very basic point sprite particle. Similar to BillboardEx, but far simpler.
The name is from Elden Ring's RTTI, where it is named "GXFXCGAppearancePointSprite".
Defines a simple line particle. It automatically rotates to match the direction it's moving.
The name is from Elden Ring's RTTI, where it is named "GXFXCGAppearanceLine".
Defines a simple rectangular particle, very similar to Line particles, but include properties that control the width as well as the length. It automatically rotates to match the direction it's moving.
The name is from Elden Ring's RTTI, where it is named "GXFXCGAppearanceQuadLine".
Defines a simple, flat, textured particle. Similar to PointSprite, but with far more options. This is the most common type of particle in the supported games.
The name is from Elden Ring's RTTI, where it is named "GXFfxAppearanceBillboardEx". The "Ex" suffix refers to it being an extended version of a base class named "Billboard", but this seems to just be an inconsistency in naming some of the appearance classes. Most other appearance classes extend some base class, but the base class either has a "Base" suffix, or the extended and base share the same name.
Defines a particle appearance with multiple textured layers. This is overall pretty similar to BillboardEx, but the ability to layer multiple textures in different ways allows you to apply masks, overlay random noise to increase variance, and so on.
The name is from Elden Ring's RTTI, where it is named "GXFfxAppearanceMultiTextureBillboardEx". The "Ex" suffix refers to it being an extended version of a base class named "MultiTextureBillboard", but this seems to just be an inconsistency in naming some of the appearance classes. Most other appearance classes extend some base class, but the base class either has a "Base" suffix, or the extended and base share the same name.
Defines a 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.
The name is from Elden Ring's RTTI, where it is named "GXFfxAppearanceModel".
Defines a tracer particle, which leaves a textured trail where it moves.
This is an older version of Tracer with fewer features.
The name is from Elden Ring's RTTI, where it is named "GXFXCGAppearanceTracer".
Defines a particle that distorts anything seen through it.
Note: This particle is not visible if the "Effects" setting is set to "Low".
The name is from Elden Ring's RTTI, where it is named "GXFfxAppearanceDistortion".
Defines 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".
The name is from Elden Ring's RTTI, where it is named "GXFXCGAppearanceRadialBlur".
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.
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.
Makes the effect instantly disappear when it terminates.
Note: An effect terminates when it reaches State -1.
Controls how the node is affected by forces. For more information about forces that can affect nodes and particles, see:
Controls how the particles emitted by the node is affected by forces. For more information about forces that can affect nodes and particles, see:
Controls how the node is affected by forces. For more information about forces that can affect nodes and particles, see:
Controls how the particles emitted by the node is affected by forces. For more information about forces that can affect nodes and particles, see:
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.
Defines a GPU particle system. 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 "GXVfxStandardParticleAppearance".
Defines a GPU particle system. Very similar to GPUStandardParticle, with no known differences.
The name of this action is from Elden Ring's RTTI, where it's called "GXVfxStandardCorrectParticleAppearance". 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.
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.
Defines a simple light shafts effect.
This is 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 later games.
Defines a GPU particle system. Similar to GPUStandardParticle, but rather than billboard particles like the other action uses, this uses "spark" particles, similar to the line particles from the QuadLine action, though the sparks may bend, more like the trail from a Tracer particle. 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.
The name is from Elden Ring's RTTI, where it is named "GXVfxSparkParticleAppearance".
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.
Defines a GPU particle system. 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 this is some of them:
The name is from Elden Ring's RTTI, where it is named "GXVfxSparkCorrectParticleAppearance".
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.
Defines a tracer particle, which leaves a textured trail where it moves.
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.
The name is from Elden Ring's RTTI, where it is named "GXFfxAppearanceTracer".
Defines a simulated 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.
The name is from Elden Ring's RTTI, where it is named "GXFfxWaterInteractionSimulationAppearance".
Defines a lens flare effect with up to four textured layers with different colors and sizes.
The name is from Elden Ring's RTTI, where it is named "GXFfxLensFlareAppearance".
Defines a particle with a 3D model. Similar to Model, but with some different options.
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.
The name is from Elden Ring's RTTI, where it is named "GXFfxAppearanceRichModel".
Defines a volume that cancels all other SFX forces. This includes wind from weather, and forces from the following actions:
The name is from Elden Ring's RTTI, where it is named "GXForceFieldCancelAreaAppearance".
Defines a directional force in a volume, which is most often used for creating wind effects. The direction of the force is based on the direction of the node.
The name is from Elden Ring's RTTI, where it is named "GXForceFieldWindAreaAppearance".
Defines a radial force in a volume. This pulls things towards itself, or pushes away if the force is negative.
The name is from Elden Ring's RTTI, where it is named "GXForceFieldGravityAreaAppearance".
Defines a volume used to detect whether or not the node is inside a force volume.
The name is from Elden Ring's RTTI, where it is named "GXCollisionFieldAreaAppearance".
Defines a chaotic force in a volume.
The name is from Elden Ring's RTTI, where it is named "GXForceFieldTurbulenceAreaAppearance".
Defines a light source with an elliptic cone shape, a spot light.
Values used to represent different types of FXR actions.