@cccode/fxr
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JavaScript library for creating and editing FXR files for Dark Souls 3, Sekiro, Elden Ring, Armored Core 6, and Elden Ring Nightreign.
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{"ActionType":{"desc":{"en-US":"Values used to represent different types of FXR actions."},"members":{"None":{"value":0,"desc":{"en-US":"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."}},"Unk10002_Fluid":{"value":10002,"desc":{"en-US":"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."}},"Unk10010_Tracer":{"value":10010,"desc":{"en-US":"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."}},"NodeAcceleration":{"value":1,"desc":{"en-US":"Controls the movement of the node. This is the most basic action for controlling the acceleration of nodes.","zh-CN":"控制节点的移动。这是控制节点加速度的最基本动作。"}},"NodeTranslation":{"value":15,"desc":{"en-US":"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.","zh-CN":"使用属性来平移节点,意味着它可以被动画化。如果需要节点沿着特定路径移动,这很有用。"}},"NodeSpin":{"value":34,"desc":{"en-US":"Controls the angular speed of the node.","zh-CN":"控制节点的角速度。"}},"StaticNodeTransform":{"value":35,"desc":{"en-US":"Controls the translation and rotation of a node.","zh-CN":"控制节点的平移和旋转。"}},"RandomNodeTransform":{"value":36,"desc":{"en-US":"Controls the translation and rotation of a node, and can also randomize them.","zh-CN":"控制节点的平移和旋转,并可以使它们随机化。"}},"NodeAttachToCamera":{"value":46,"desc":{"en-US":"Attaches the node to the camera.","zh-CN":"将节点附着到摄像机。"}},"ParticleAcceleration":{"value":55,"desc":{"en-US":"Controls the movement of particles. This is the most basic action for controlling the acceleration of particles.","zh-CN":"控制粒子的移动。这是控制粒子加速度最基本的行为。"}},"ParticleSpeed":{"value":60,"desc":{"en-US":"Controls the movement of particles. This is the most basic action for controlling the speed of particles.","zh-CN":"控制粒子的移动。这是控制粒子速度最基本的行为。"}},"ParticleSpeedRandomTurns":{"value":64,"desc":{"en-US":"Controls the movement of particles. This extends [ParticleSpeed](https://fxr-docs.pages.dev/~#ActionType.ParticleSpeed) with the ability to make particles make random turns at a fixed interval.","zh-CN":"控制粒子的移动。扩展了 [ParticleSpeed](https://fxr-docs.pages.dev/~#ActionType.ParticleSpeed),增加了使粒子以固定间隔进行随机转向的能力。"}},"ParticleSpeedPartialFollow":{"value":65,"desc":{"en-US":"Controls the movement of particles. This extends [ParticleSpeedRandomTurns](https://fxr-docs.pages.dev/~#ActionType.ParticleSpeedRandomTurns) with the ability to make particles partially follow the parent node.","zh-CN":"控制粒子的移动。扩展了 [ParticleSpeedRandomTurns](https://fxr-docs.pages.dev/~#ActionType.ParticleSpeedRandomTurns),增加了使粒子部分跟随父节点的能力。"}},"NodeSound":{"value":75,"desc":{"en-US":"Plays a sound effect when the node activates.","zh-CN":"当节点激活时播放音效。"}},"EmissionSound":{"value":81,"desc":{"en-US":"Plays a sound effect every time the node emits particles. It only plays the sound once per emission, not once per particle.","zh-CN":"每次节点发射粒子时播放音效。每次发射只播放一次,而不是每个粒子播放一次。"}},"NodeAccelerationRandomTurns":{"value":83,"desc":{"en-US":"Controls the movement of the node. This extends [NodeAcceleration](https://fxr-docs.pages.dev/~#ActionType.NodeAcceleration) with the ability to make the node turn a random amount at a given interval.","zh-CN":"控制节点的移动。扩展了 [NodeAcceleration](https://fxr-docs.pages.dev/~#ActionType.NodeAcceleration),增加了使节点以给定间隔随机转向的能力。"}},"ParticleAccelerationRandomTurns":{"value":84,"desc":{"en-US":"Controls the movement of particles. This extends [ParticleAcceleration](https://fxr-docs.pages.dev/~#ActionType.ParticleAcceleration) with the ability to make particles make random turns at a fixed interval.","zh-CN":"控制粒子的移动。扩展了 [ParticleAcceleration](https://fxr-docs.pages.dev/~#ActionType.ParticleAcceleration),增加了使粒子以固定间隔进行随机转向的能力。"}},"ParticleAccelerationPartialFollow":{"value":105,"desc":{"en-US":"Controls the movement of particles. This extends [ParticleAccelerationRandomTurns](https://fxr-docs.pages.dev/~#ActionType.ParticleAccelerationRandomTurns) with the ability to make particles partially follow the parent node.","zh-CN":"控制粒子的移动。扩展了 [ParticleAccelerationRandomTurns](https://fxr-docs.pages.dev/~#ActionType.ParticleAccelerationRandomTurns),增加了使粒子部分跟随父节点的能力。"}},"NodeAccelerationPartialFollow":{"value":106,"desc":{"en-US":"Controls the movement of the node. This extends [NodeAccelerationRandomTurns](https://fxr-docs.pages.dev/~#ActionType.NodeAccelerationRandomTurns) with the ability to make the node partially follow or exaggerate the parent node's movement.","zh-CN":"控制节点的移动。扩展了 [NodeAccelerationRandomTurns](https://fxr-docs.pages.dev/~#ActionType.NodeAccelerationRandomTurns),增加了使节点部分跟随或夸大父节点移动的能力。"}},"NodeAccelerationSpin":{"value":113,"desc":{"en-US":"Controls the movement of the node. This extends [NodeAcceleration](https://fxr-docs.pages.dev/~#ActionType.NodeAcceleration) with the ability to control the node's angular speed.","zh-CN":"控制节点的移动。扩展了 [NodeAcceleration](https://fxr-docs.pages.dev/~#ActionType.NodeAcceleration),增加了控制节点角速度的能力。"}},"NodeSpeed":{"value":120,"desc":{"en-US":"Controls the movement of the node. This is the most basic action for controlling the speed of nodes.","zh-CN":"控制节点的移动。这是控制节点速度的最基本动作。"}},"NodeSpeedRandomTurns":{"value":121,"desc":{"en-US":"Controls the movement of the node. This extends [NodeSpeed](https://fxr-docs.pages.dev/~#ActionType.NodeSpeed) with the ability to make the node turn a random amount at a given interval.","zh-CN":"控制节点的移动。扩展了 [NodeSpeed](https://fxr-docs.pages.dev/~#ActionType.NodeSpeed),增加了使节点以给定间隔随机转向的能力。"}},"NodeSpeedPartialFollow":{"value":122,"desc":{"en-US":"Controls the movement of the node. This extends [NodeSpeedRandomTurns](https://fxr-docs.pages.dev/~#ActionType.NodeSpeedRandomTurns) with the ability to make the node partially follow or exaggerate the parent node's movement.","zh-CN":"控制节点的移动。扩展了 [NodeSpeedRandomTurns](https://fxr-docs.pages.dev/~#ActionType.NodeSpeedRandomTurns),增加了使节点部分跟随或夸大父节点移动的能力。"}},"NodeSpeedSpin":{"value":123,"desc":{"en-US":"Controls the movement of the node. This extends [NodeSpeed](https://fxr-docs.pages.dev/~#ActionType.NodeSpeed) with the ability to control the node's angular speed.","zh-CN":"控制节点的移动。扩展了 [NodeSpeed](https://fxr-docs.pages.dev/~#ActionType.NodeSpeed),增加了控制节点角速度的能力。"}},"NodeAttributes":{"value":128,"desc":{"en-US":"Controls various things about the node, like its duration, and how it is attached to the parent node.","zh-CN":"控制节点的各种属性,如持续时间以及如何附着到父节点。"}},"ParticleAttributes":{"value":129,"desc":{"en-US":"Controls the duration of particles emitted by the node, and how the particles are attached to the node.","zh-CN":"控制节点发射的粒子的持续时间,以及粒子如何附着到节点。"}},"Unk130":{"value":130,"desc":{"en-US":"Unknown action that is in every basic config in every game, and still literally nothing is known about it.","zh-CN":"未知行为,存在于每款游戏的每个基础配置中,但目前对其仍一无所知。"}},"ParticleModifier":{"value":131,"desc":{"en-US":"Modifies particles in various ways.\n\nNote: This is **not** a [property modifier](https://fxr-docs.pages.dev/~#Modifier), it is an action that modifies particles emitted from the same node.","zh-CN":"以各种方式修改粒子。\n\n注意:这**不是**一个 [属性修饰符](https://fxr-docs.pages.dev/~#Modifier),而是一个修改同一节点发射出的粒子的动作。"}},"SFXReference":{"value":132,"desc":{"en-US":"References another SFX by its ID.","zh-CN":"通过 ID 引用另一个 SFX。"}},"LevelsOfDetailThresholds":{"value":133,"desc":{"en-US":"Used in the [levels of detail config](https://fxr-docs.pages.dev/~#ConfigType.LevelsOfDetail) to manage the duration and thresholds for the [levels of detail node](https://fxr-docs.pages.dev/~#NodeType.LevelsOfDetail).","zh-CN":"用于 [多细节层次配置](https://fxr-docs.pages.dev/~#ConfigType.LevelsOfDetail) 中,管理 [多细节层次节点](https://fxr-docs.pages.dev/~#NodeType.LevelsOfDetail) 的持续时间和阈值。"}},"StateConfigMap":{"value":199,"desc":{"en-US":"Maps states to configs in the parent node.","zh-CN":"将状态映射到父节点中的配置。"}},"SelectAllNodes":{"value":200,"desc":{"en-US":"Used in [NodeEmitter configs](https://fxr-docs.pages.dev/~#ConfigType.NodeEmitter) to emit all child nodes every emission.","zh-CN":"用于 [NodeEmitter 配置](https://fxr-docs.pages.dev/~#ConfigType.NodeEmitter),每次发射时发射所有子节点。"}},"SelectRandomNode":{"value":201,"desc":{"en-US":"Used in [NodeEmitter configs](https://fxr-docs.pages.dev/~#ConfigType.NodeEmitter) to emit a random child node every emission.","zh-CN":"用于 [NodeEmitter 配置](https://fxr-docs.pages.dev/~#ConfigType.NodeEmitter),每次发射时发射一个随机子节点。"}},"PeriodicEmitter":{"value":300,"desc":{"en-US":"Emits particles periodically.","zh-CN":"周期性发射粒子。"}},"EqualDistanceEmitter":{"value":301,"desc":{"en-US":"Emits particles once it has moved a certain distance from where it last emitted particles.","zh-CN":"当发射器移动了距离上次发射位置一定距离后发射粒子。"}},"OneTimeEmitter":{"value":399,"desc":{"en-US":"Emits one particle once.","zh-CN":"发射单个粒子。"}},"PointEmitterShape":{"value":400,"desc":{"en-US":"Makes the emitter a single point.","zh-CN":"使发射器成为单个点。"}},"DiskEmitterShape":{"value":401,"desc":{"en-US":"Makes the emitter disk-shaped.","zh-CN":"使发射器呈圆盘状。"}},"RectangleEmitterShape":{"value":402,"desc":{"en-US":"Makes the emitter rectangular.","zh-CN":"使发射器呈矩形。"}},"SphereEmitterShape":{"value":403,"desc":{"en-US":"Makes the emitter spherical.","zh-CN":"使发射器呈球形。"}},"BoxEmitterShape":{"value":404,"desc":{"en-US":"Makes the emitter cuboidal.","zh-CN":"使发射器呈长方体。"}},"CylinderEmitterShape":{"value":405,"desc":{"en-US":"Makes the emitter cylindrical.","zh-CN":"使发射器呈圆柱形。"}},"NoSpread":{"value":500,"desc":{"en-US":"Makes all emitted instances have the default initial direction from the emitter. See [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection) for more information.","zh-CN":"使所有发射的实例具有来自发射器的默认初始方向。有关更多信息,请参阅 [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection)。"}},"CircularSpread":{"value":501,"desc":{"en-US":"Gives each emitted instance a random initial direction offset within a circular cone. See [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection) for more information.","zh-CN":"使每个发射的实例在圆锥体内具有随机的初始方向偏移。有关更多信息,请参阅 [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection)。"}},"EllipticalSpread":{"value":502,"desc":{"en-US":"Gives each emitted instance a random initial direction offset within an elliptical cone. See [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection) for more information.","zh-CN":"使每个发射的实例在椭圆锥体内具有随机的初始方向偏移。有关更多信息,请参阅 [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection)。"}},"RectangularSpread":{"value":503,"desc":{"en-US":"Gives each emitted instance a random initial direction offset within a rectangular cone. See [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection) for more information.","zh-CN":"使每个发射的实例在矩形锥体内具有随机的初始方向偏移。有关更多信息,请参阅 [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection)。"}},"PointSprite":{"value":600,"desc":{"en-US":"Defines a very basic point sprite particle. Similar to [BillboardEx](https://fxr-docs.pages.dev/~#BillboardEx), but far simpler.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFXCGAppearancePointSprite\".","zh-CN":"定义一个非常基础的点精灵粒子。类似于 [BillboardEx](https://fxr-docs.pages.dev/~#BillboardEx),但要简单得多。\n\n名称来自《艾尔登法环》的 RTTI,其中被命名为 \"GXFXCGAppearancePointSprite\"。"}},"Line":{"value":601,"desc":{"en-US":"Defines a simple line particle. It automatically rotates to match the direction it's moving.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFXCGAppearanceLine\".","zh-CN":"定义一个简单的线条粒子。它会自动旋转以匹配其移动方向。\n\n名称来自《艾尔登法环》的RTTI,在那里它被命名为“GXFXCGAppearanceLine”。"}},"QuadLine":{"value":602,"desc":{"en-US":"Defines a simple rectangular particle, very similar to [Line](https://fxr-docs.pages.dev/~#Line) particles, but include properties that control the width as well as the length. It automatically rotates to match the direction it's moving.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFXCGAppearanceQuadLine\".","zh-CN":"定义一个简单的矩形粒子,与[Line](https://fxr-docs.pages.dev/~#Line)粒子非常相似,但包含控制宽度和长度的属性。它会自动旋转以匹配其移动方向。\n\n该名称源自《艾尔登法环》的RTTI,其中被命名为“GXFXCGAppearanceQuadLine”。"}},"BillboardEx":{"value":603,"desc":{"en-US":"Defines a simple, flat, textured particle. Similar to [PointSprite](https://fxr-docs.pages.dev/~#PointSprite), but with far more options. This is the most common type of particle in the supported games.\n\nThe 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.","zh-CN":"定义一个简单的、扁平的、带纹理的粒子。与 [PointSprite](https://fxr-docs.pages.dev/~#PointSprite) 相似,但选项要多得多。这是所支持游戏中最常见的粒子类型。\n\n该名称源自《艾尔登法环》的 RTTI,其中被称为 \"GXFfxAppearanceBillboardEx\"。\"Ex\" 后缀指的是它是一个名为 \"Billboard\" 的基类的扩展版本,但这似乎只是某些外观类命名上的不一致。大多数其他外观类都扩展了某个基类,但基类要么带有 \"Base\" 后缀,要么扩展类和基类共享相同的名称。"}},"MultiTextureBillboardEx":{"value":604,"desc":{"en-US":"Defines a particle appearance with multiple textured layers. This is overall pretty similar to [BillboardEx](https://fxr-docs.pages.dev/~#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.\n\nThe 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.","zh-CN":"定义一个具有多层纹理的粒子外观。这总体上与 [BillboardEx](https://fxr-docs.pages.dev/~#BillboardEx) 非常相似,但能够以不同方式叠加多层纹理,使其可以应用遮罩、叠加随机噪声以增加变化性,等等。\n\n该名称来自《艾尔登法环》的 RTTI,其中它被命名为 \"GXFfxAppearanceMultiTextureBillboardEx\"。\"Ex\" 后缀指的是它是一个名为 \"MultiTextureBillboard\" 的基类的扩展版本,但这似乎只是某些外观类命名上的一种不一致。大多数其他外观类都扩展了某个基类,但基类要么带有 \"Base\" 后缀,要么扩展类和基类共享相同的名称。"}},"Model":{"value":605,"desc":{"en-US":"Defines a particle with a 3D model.\n\nSome 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](https://fxr-docs.pages.dev/~#RichModel) action instead.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFfxAppearanceModel\".","zh-CN":"定义一个带有3D模型的粒子。\n\n由于某些原因,某些模型无法与此行为正常配合使用。例如,《艾尔登法环》中的卡利亚大剑模型(88300),在使用此行为时会变得严重拉伸和变形。如果发现一个想用的类似模型,请尝试使用 [RichModel](https://fxr-docs.pages.dev/~#RichModel) 行为代替。\n\n该名称来自《艾尔登法环》的RTTI,其中它被命名为“GXFfxAppearanceModel”。"}},"LegacyTracer":{"value":606,"desc":{"en-US":"Defines a tracer particle, which leaves a textured trail where it moves.\n\nThis is an older version of [Tracer](https://fxr-docs.pages.dev/~#Tracer) with fewer features.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFXCGAppearanceTracer\".","zh-CN":"定义一个追踪粒子,它会在移动时留下纹理轨迹。\n\n这是 [Tracer](https://fxr-docs.pages.dev/~#Tracer) 的旧版本,功能较少。\n\n该名称来自《艾尔登法环》的 RTTI,其中它被命名为“GXFXCGAppearanceTracer”。"}},"Distortion":{"value":607,"desc":{"en-US":"Defines a particle that distorts anything seen through it.\n\nNote: This particle is not visible if the \"Effects\" setting is set to \"Low\".\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFfxAppearanceDistortion\".","zh-CN":"定义一个粒子,它会对透过它看到的任何物体应用扭曲。\n\n注意:如果“效果”设置为“低”,则此粒子不可见。\n\n该名称来自《艾尔登法环》的 RTTI,其中它被命名为 \"GXFfxAppearanceDistortion\"。"}},"RadialBlur":{"value":608,"desc":{"en-US":"Defines a particle that applies a radial blur to anything seen through it.\n\nNote: This particle is not visible if the \"Effects\" setting is set to \"Low\".\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFXCGAppearanceRadialBlur\".","zh-CN":"定义一个粒子,它会对透过它看到的任何物体应用径向模糊。\n\n注意:如果“效果”设置为“低”,则此粒子不可见。\n\n该名称来自《艾尔登法环》的 RTTI,其中名称为“GXFXCGAppearanceRadialBlur”。"}},"PointLight":{"value":609,"desc":{"en-US":"Defines a point light source.","zh-CN":"定义一个点光源。"}},"SimulateTermination":{"value":700,"desc":{"en-US":"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.\n\nNote: An effect terminates when it reaches [State](https://fxr-docs.pages.dev/~#State) -1.","zh-CN":"允许特效在终止后继续播放完。粒子发射器将停止发射新粒子,但已经发射且持续时间有限的粒子将在其持续时间允许的范围内继续存在。\n\n注意:当特效达到 [状态](https://fxr-docs.pages.dev/~#State) -1 时即为终止。"}},"FadeTermination":{"value":701,"desc":{"en-US":"Allows the effect to continue playing normally after it terminates, but its opacity will gradually fade out over a given duration.\n\nNote: An effect terminates when it reaches [State](https://fxr-docs.pages.dev/~#State) -1.","zh-CN":"允许特效在终止后继续正常播放,但其不透明度将在给定的持续时间内逐渐淡出。\n\n注意:当特效达到 [状态](https://fxr-docs.pages.dev/~#State) -1 时即为终止。"}},"InstantTermination":{"value":702,"desc":{"en-US":"Makes the effect instantly disappear when it terminates.\n\nNote: An effect terminates when it reaches [State](https://fxr-docs.pages.dev/~#State) -1.","zh-CN":"使特效在终止时立即消失。\n\n注意:当特效达到 [状态](https://fxr-docs.pages.dev/~#State) -1 时即为终止。"}},"NodeForceSpeed":{"value":731,"desc":{"en-US":"Controls how the node is affected by forces. For more information about forces that can affect nodes and particles, see:\n- [CancelForce](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)","zh-CN":"控制节点如何受力影响。有关可影响节点和粒子的力的更多信息,请参阅:\n- [CancelForce 取消力场](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce 风力场](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce 重力场](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision 力场碰撞](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce 湍流力场](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)"}},"ParticleForceSpeed":{"value":732,"desc":{"en-US":"Controls how the particles emitted by the node is affected by forces. For more information about forces that can affect nodes and particles, see:\n- [CancelForce](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)","zh-CN":"控制节点发射的粒子如何受力影响。有关可影响节点和粒子的力的更多信息,请参阅:\n- [CancelForce 取消力场](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce 风力场](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce 重力场](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision 力场碰撞](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce 湍流力场](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)"}},"NodeForceAcceleration":{"value":733,"desc":{"en-US":"Controls how the node is affected by forces. For more information about forces that can affect nodes and particles, see:\n- [CancelForce](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)","zh-CN":"控制节点如何受力影响。有关可影响节点和粒子的力的更多信息,请参阅:\n- [CancelForce 取消力场](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce 风力场](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce 重力场](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision 力场碰撞](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce 湍流力场](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)"}},"ParticleForceAcceleration":{"value":734,"desc":{"en-US":"Controls how the particles emitted by the node is affected by forces. For more information about forces that can affect nodes and particles, see:\n- [CancelForce](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)","zh-CN":"控制节点发射的粒子如何受力影响。有关可影响节点和粒子的力的更多信息,请参阅:\n- [CancelForce 取消力场](https://fxr-docs.pages.dev/~#ActionType.CancelForce)\n- [WindForce 风力场](https://fxr-docs.pages.dev/~#ActionType.WindForce)\n- [GravityForce 重力场](https://fxr-docs.pages.dev/~#ActionType.GravityForce)\n- [ForceCollision 力场碰撞](https://fxr-docs.pages.dev/~#ActionType.ForceCollision)\n- [TurbulenceForce 湍流力场](https://fxr-docs.pages.dev/~#ActionType.TurbulenceForce)"}},"ParticleForceCollision":{"value":800,"desc":{"en-US":"Enables particles emitted by the node to collide with surfaces, and controls how those collisions affect the movement of the particles.\n\nNote 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.\n\nAlso 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.","zh-CN":"使节点发射的粒子能够与表面碰撞,并控制这些碰撞如何影响粒子的运动。\n\n请注意,这与 GPU 粒子外观动作中与碰撞相关的字段的工作方式截然不同。后者的碰撞检测完全基于摄像机与其视野中所有物体之间的距离,因此如果粒子比物体离摄像机更远,粒子将能够与其碰撞(深度缓冲碰撞)。而此动作中使用的碰撞检测是基于场景的真实 3D 几何体的,因此粒子可以与任何物体碰撞,即使它们在视野之外。\n\n另请注意,此行为似乎很容易导致游戏崩溃。如果受此动作影响的粒子因其有限的持续时间而消失,游戏无论如何都会崩溃。"}},"GPUStandardParticle":{"value":10000,"desc":{"en-US":"Defines a GPU particle system. This emits GPU particles, which means thousands of particles can be rendered without much impact on performance.\n\nNote 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.\n\nThe name of this action is from Elden Ring's RTTI, where it's called \"GXVfxStandardParticleAppearance\".","zh-CN":"定义一个GPU粒子系统。这会发射GPU粒子,意味着可以渲染数千个粒子,而对性能影响不大。\n\n请注意,虽然它会发射粒子,但它本身并不是一个粒子,并且由此动作发射的粒子不受影响常规粒子的所有因素影响。\n\n此行为的名称来自《艾尔登法环》的RTTI,在那里它被称为“GXVfxStandardParticleAppearance”。"}},"GPUStandardCorrectParticle":{"value":10001,"desc":{"en-US":"Defines a GPU particle system. Very similar to [GPUStandardParticle](https://fxr-docs.pages.dev/~#GPUStandardParticle), with no known differences.\n\nThe 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.\n\nNote: 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](https://fxr-docs.pages.dev/~#GPUStandardParticle) much simpler. When written for those two games, this action will be converted to the other action automatically.","zh-CN":"定义了一个 GPU 粒子系统。与 [GPUStandardParticle](https://fxr-docs.pages.dev/~#GPUStandardParticle) 非常相似,没有已知差异。\n\n此行为的名称来自《艾尔登法环》的 RTTI,其中它被称为“GXVfxStandardCorrectParticleAppearance”。在《黑暗之魂3》中,一个具有相同 ID 的行为名为“WanderingVision”,并且该行为可能仍存在于《黑暗之魂3》中,但在原版游戏中未找到,因此难以进行测试。\n\n注意:此行为在《黑暗之魂3》或《只狼》中不存在,但它仍然包含以这两款游戏命名的未知字段和属性。这是因为这样可以简化此操作与 [GPUStandardParticle](https://fxr-docs.pages.dev/~#GPUStandardParticle) 之间的转换。当为这两款游戏编写时,此操作将被自动转换为另一个操作。"}},"LightShaft":{"value":10003,"desc":{"en-US":"Defines a simple light shafts effect.\n\nThis 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.","zh-CN":"定义一个简单的光束效果。\n\n这仅在《黑暗之魂3》中使用。如果转换为《只狼》会显示,但似乎在该游戏中无法正常工作。在《艾尔登法环》或后续游戏中似乎完全无法使用。"}},"GPUSparkParticle":{"value":10008,"desc":{"en-US":"Defines a GPU particle system. Similar to [GPUStandardParticle](https://fxr-docs.pages.dev/~#GPUStandardParticle), but rather than billboard particles like the other action uses, this uses \"spark\" particles, similar to the line particles from the [QuadLine](https://fxr-docs.pages.dev/~#QuadLine) action, though the sparks may bend, more like the trail from a [Tracer](https://fxr-docs.pages.dev/~#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](https://fxr-docs.pages.dev/~#ActionSlots.ParticleMovementAction).\n\nThe name is from Elden Ring's RTTI, where it is named \"GXVfxSparkParticleAppearance\".\n\nThis 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.","zh-CN":"定义了一个 GPU 粒子系统。与 [GPUStandardParticle](https://fxr-docs.pages.dev/~#GPUStandardParticle) 类似,但它不像其他行为那样使用公告牌粒子,而是使用“火花”粒子,类似于 [QuadLine](https://fxr-docs.pages.dev/~#QuadLine) 行为的线粒子,尽管火花可能会弯曲,更像 [Tracer](https://fxr-docs.pages.dev/~#Tracer) 粒子的轨迹。此动作发射的粒子是 GPU 粒子,这意味着可以同时渲染大量粒子,而对性能影响不大。这些粒子也不受大多数影响普通粒子的事物的影响,例如 [ParticleMovement actions](https://fxr-docs.pages.dev/~#ActionSlots.ParticleMovementAction)。\n\n其名称源自《艾尔登法环》的 RTTI,在那里它被命名为“GXVfxSparkParticleAppearance”。\n\n此行为首次用于《装甲核心6》,但也肯定适用于《只狼》和《艾尔登法环》。它可能在《黑暗之魂3》中也能使用,但其结构至少在那里有所不同,并且该结构的具体情况未知。《装甲核心6》的结构与《只狼》和《艾尔登法环》兼容,但由于某些功能是在后续版本中添加的,因此可能无法正常工作。"}},"GPUSparkCorrectParticle":{"value":10009,"desc":{"en-US":"Defines a GPU particle system. Very similar to [GPUSparkParticle](https://fxr-docs.pages.dev/~#GPUSparkParticle), just like how [GPUStandardCorrectParticle](https://fxr-docs.pages.dev/~#GPUStandardCorrectParticle) is similar to [GPUStandardParticle](https://fxr-docs.pages.dev/~#GPUStandardParticle), except these two spark actions have some known differences.\n\nNot all of the differences have been documented yet, but this is some of them:\n- This action seems to have swapped some axes of rotation, causing some confusing things to happen when the node is spinning.\n- The particles from this action are smaller.\n- 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.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXVfxSparkCorrectParticleAppearance\".","zh-CN":"定义了一个GPU粒子系统。它与[GPUSparkParticle](https://fxr-docs.pages.dev/~#GPUSparkParticle)非常相似,就像[GPUStandardCorrectParticle](https://fxr-docs.pages.dev/~#GPUStandardCorrectParticle)与[GPUStandardParticle](https://fxr-docs.pages.dev/~#GPUStandardParticle)的相似关系一样,只是这两种火花行为有一些已知的差异。\n\n并非所有的差异都有记录,但以下是一些已知的差异:\n- 此行为作似乎交换了一些旋转轴,导致节点旋转时发生一些令人困惑的事情。\n- 此行为产生的粒子更小。\n- 此行为产生的粒子移动更慢。可能是因为此行为使用了不同的距离单位,因为这样既能解释移动更慢,也能解释粒子更小。\n\n该名称来自《艾尔登法环》的RTTI,其中它被命名为“GXVfxSparkCorrectParticleAppearance”。"}},"Tracer":{"value":10012,"desc":{"en-US":"Defines a tracer particle, which leaves a textured trail where it moves.\n\nThis is a newer version of [LegacyTracer](https://fxr-docs.pages.dev/~#LegacyTracer) with more features, like being able to make the opacity of the trail be based on the movement speed of the particle.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFfxAppearanceTracer\".","zh-CN":"定义一个追踪粒子,粒子移动时会留下带有纹理的轨迹。\n\n这是 [LegacyTracer](https://fxr-docs.pages.dev/~#LegacyTracer) 的新版本,具有更多功能,例如可以使轨迹的不透明度基于粒子的移动速度。\n \n该名称来自艾尔登法环的 RTTI,在那里它被命名为 “GXFfxAppearanceTracer”。"}},"WaterInteraction":{"value":10013,"desc":{"en-US":"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.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFfxWaterInteractionSimulationAppearance\".","zh-CN":"定义了与水的模拟交互,允许效果在附近的水中产生涟漪。该交互基本上会使用一个由纹理控制的形状将水向下推至给定深度,并保持一段时间,然后释放它。\n\n该名称来自《艾尔登法环》的 RTTI,其中名为 “GXFfxWaterInteractionSimulationAppearance”。"}},"LensFlare":{"value":10014,"desc":{"en-US":"Defines a lens flare effect with up to four textured layers with different colors and sizes.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFfxLensFlareAppearance\".","zh-CN":"定义一个镜头光晕效果,最多可包含四个具有不同颜色和大小的纹理层。\n\n该名称来自《艾尔登法环》的RTTI,其中名为“GXFfxLensFlareAppearance”。"}},"RichModel":{"value":10015,"desc":{"en-US":"Defines a particle with a 3D model. Similar to [Model](https://fxr-docs.pages.dev/~#Model), but with some different options.\n\nSome 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.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXFfxAppearanceRichModel\".","zh-CN":"定义一个带有3D模型的粒子。与[Model](https://fxr-docs.pages.dev/~#Model)类似,但具有一些不同的选项。\n\n有些模型仅适用于此行为,而不适用于Model行为(原因未知)。一个很好的例子是《艾尔登法环》中的卡利亚大剑模型(88300),当与其他行为一起使用时,它会变得极其拉伸和扭曲,但在此行为下则能正常工作。\n\n该名称来源于《艾尔登法环》的RTTI,其中名为“GXFfxAppearanceRichModel”。"}},"Unk10100":{"value":10100,"desc":{"en-US":"Unknown root node action.","zh-CN":"未知根节点行为。"}},"CancelForce":{"value":10200,"desc":{"en-US":"Defines a volume that cancels all other SFX forces. This includes wind from weather, and forces from the following actions:\n- [WindForce](https://fxr-docs.pages.dev/~#WindForce)\n- [GravityForce](https://fxr-docs.pages.dev/~#GravityForce)\n- [TurbulenceForce](https://fxr-docs.pages.dev/~#TurbulenceForce)\n\nThe name is from Elden Ring's RTTI, where it is named \"GXForceFieldCancelAreaAppearance\".","zh-CN":"定义一个用于取消所有其他 SFX 力的体积。这包括来自天气的风力以及以下行为产生的力:\n- [WindForce](https://fxr-docs.pages.dev/~#WindForce)\n- [GravityForce](https://fxr-docs.pages.dev/~#GravityForce)\n- [TurbulenceForce](https://fxr-docs.pages.dev/~#TurbulenceForce)\n\n该名称源自艾尔登法环的 RTTI,其中它被命名为 \"GXForceFieldCancelAreaAppearance\"。"}},"WindForce":{"value":10300,"desc":{"en-US":"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.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXForceFieldWindAreaAppearance\".","zh-CN":"定义一个体积内的定向力,通常用于创建风力效果。力的方向基于节点的方向。\n\n该名称来自《艾尔登法环》的 RTTI,其中名为“GXForceFieldWindAreaAppearance”。"}},"GravityForce":{"value":10301,"desc":{"en-US":"Defines a radial force in a volume. This pulls things towards itself, or pushes away if the force is negative.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXForceFieldGravityAreaAppearance\".","zh-CN":"定义一个体积内的径向力。如果力为正,它会将物体拉向自身;如果力为负,则会将其推开。\n\n该名称来自《艾尔登法环》的 RTTI,其中被命名为 \"GXForceFieldGravityAreaAppearance\"。"}},"ForceCollision":{"value":10302,"desc":{"en-US":"Defines a volume used to detect whether or not the node is inside a force volume.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXCollisionFieldAreaAppearance\".","zh-CN":"定义一个用于检测节点是否在力场体积内的体积。\n\n该名称来自《艾尔登法环》的 RTTI,其中名为“GXCollisionFieldAreaAppearance”。"}},"TurbulenceForce":{"value":10303,"desc":{"en-US":"Defines a chaotic force in a volume.\n\nThe name is from Elden Ring's RTTI, where it is named \"GXForceFieldTurbulenceAreaAppearance\".","zh-CN":"在体积中定义混乱的力(湍流)。\n\n名称源自《艾尔登法环》的RTTI,其中被命名为“GXForceFieldTurbulenceAreaAppearance”。"}},"Unk10400":{"value":10400,"desc":{"en-US":"Unknown root node action.","zh-CN":"未知根节点行为。"}},"Unk10500":{"value":10500,"desc":{"en-US":"Unknown root node action.","zh-CN":"未知根节点行为。"}},"SpotLight":{"value":11000,"desc":{"en-US":"Defines a light source with an elliptic cone shape, a spot light.","zh-CN":"定义了一个具有椭圆锥形状的光源,即聚光灯。"}}}},"AttachMode":{"desc":{"en-US":"Values used to represent different modes of attachment."},"members":{"None":{"value":0,"desc":{"en-US":"Completely detached."}},"Parent":{"value":1,"desc":{"en-US":"Translates and rotates with the parent node."}},"DummyPoly":{"value":2,"desc":{"en-US":"Translates and rotates with the attachment point (dummypoly). Parent transformations are ignored."}},"ParentTranslation":{"value":3,"desc":{"en-US":"Only translates with the parent node. Rotations are entirely ignored."}},"DummyPolyTranslation":{"value":4,"desc":{"en-US":"Only translates with the attachment point (dummypoly). Rotations are entirely ignored."}}}},"BlendMode":{"desc":{"en-US":"Values used to represent different types of blend modes."},"members":{"Unk0":{"value":0,"desc":{"en-US":"Seemingly identical to [Add](https://fxr-docs.pages.dev/~#BlendMode.Add)?"}},"Source":{"value":1,"desc":{"en-US":"Completely ignores blending. The source layer (particle) will be drawn in place of the background, ignoring the alpha of the layer."}},"Normal":{"value":2,"desc":{"en-US":"The source layer (particle) will be drawn on over the background. Transparent or partially transparent parts of the layer will allow the background to be seen through the layer.\n\nAlso known as \"source-over\", and is the same as the \"normal\" blend mode found in many image editors."}},"Multiply":{"value":3,"desc":{"en-US":"The source layer (particle) will be multiplied with the background, ignoring the alpha of the layer.\n\nSame as the \"multiply\" blend mode found in many image editors."}},"Add":{"value":4,"desc":{"en-US":"The source layer (particle) multiplied by its alpha (clamped to [0, 1]) will be added to the background.\n\nSame as the \"add\", \"additive\", or \"linear dodge\" blend modes found in many image editors. The opposite of [Subtract](https://fxr-docs.pages.dev/~#BlendMode.Subtract)."}},"Subtract":{"value":5,"desc":{"en-US":"The source layer (particle) multiplied by its alpha (clamped to [0, 1]) will be subtracted from the background.\n\nSame as the \"subtract\" or \"difference\" blend modes found in many image editors. The opposite of [Add](https://fxr-docs.pages.dev/~#BlendMode.Add)."}},"Unk6":{"value":6,"desc":{"en-US":"Seemingly identical to [Normal](https://fxr-docs.pages.dev/~#BlendMode.Normal)?"}},"Unk7":{"value":7,"desc":{"en-US":"Seemingly identical to [Add](https://fxr-docs.pages.dev/~#BlendMode.Add)?"}}}},"ConfigType":{"desc":{"en-US":"Values used to represent different types of node configurations, also known as \"effects\". There is one for each [type of node](https://fxr-docs.pages.dev/~#NodeType) that supports multiple configs."},"members":{"LevelsOfDetail":{"value":1002,"desc":{"en-US":"Manages the duration and thresholds for the [levels of detail node](https://fxr-docs.pages.dev/~#NodeType.LevelsOfDetail).\n\n**Class**: [LevelsOfDetailConfig](https://fxr-docs.pages.dev/~#LevelsOfDetailConfig)"}},"Basic":{"value":1004,"desc":{"en-US":"Config used in [basic nodes](https://fxr-docs.pages.dev/~#NodeType.Basic) to apply transforms and to control emission and properties of particles.\n\n**Class**: [BasicConfig](https://fxr-docs.pages.dev/~#BasicConfig)"}},"NodeEmitter":{"value":1005,"desc":{"en-US":"Config used in [node emitter nodes](https://fxr-docs.pages.dev/~#NodeType.NodeEmitter) to control the emission of child nodes.\n\n**Class**: [NodeEmitterConfig](https://fxr-docs.pages.dev/~#NodeEmitterConfig)"}}}},"DistortionMode":{"desc":{"en-US":"Used by [Distortion](https://fxr-docs.pages.dev/~#ActionType.Distortion) particles to control what type of distortion to apply."},"members":{"Stir":{"value":0,"desc":{"en-US":"Distorts the background as if you stuck something into it and stirred it. It is animated, and the stir speed is controlled by a property."}},"NormalMap":{"value":1,"desc":{"en-US":"Distorts the background based on the normal map."}},"Twist":{"value":2,"desc":{"en-US":"Distorts the background as if the edges were held in place and you grabbed the center and twisted it."}},"Unk3":{"value":3,"desc":{"en-US":"Seemingly identical to [NormalMap](https://fxr-docs.pages.dev/~#DistortionMode.NormalMap)?"}},"Unk4":{"value":4,"desc":{"en-US":"This seems to just squeeze everything to the bottom left corner?"}}}},"DistortionShape":{"desc":{"en-US":"Possible shapes for [distortion](https://fxr-docs.pages.dev/~#ActionType.Distortion) particles."},"members":{"Rectangle":{"value":0,"desc":{"en-US":"A flat rectangle."}},"Hemiellipsoid":{"value":1,"desc":{"en-US":"Half of an ellipsoid. (Like a hemisphere, but with three different radii.)"}},"Ellipsoid":{"value":2,"desc":{"en-US":"An ellipsoid. (Like a sphere, but with three different radii.)"}}}},"EmitterShape":{"desc":{"en-US":"Emitter shapes for the following actions:\n- [GPUStandardParticle](https://fxr-docs.pages.dev/~#ActionType.GPUStandardParticle)\n- [GPUStandardCorrectParticle](https://fxr-docs.pages.dev/~#ActionType.GPUStandardCorrectParticle)\n- [GPUSparkParticle](https://fxr-docs.pages.dev/~#ActionType.GPUSparkParticle)\n- [GPUSparkCorrectParticle](https://fxr-docs.pages.dev/~#ActionType.GPUSparkCorrectParticle)\n\nNot related to the [emitter shape actions](https://fxr-docs.pages.dev/~#ActionSlots.EmitterShapeAction)."},"members":{"Line":{"value":0,"desc":{"en-US":"A simple line."}},"Box":{"value":1,"desc":{"en-US":"A cuboid.\n\nThe difference between this and [Box2](https://fxr-docs.pages.dev/~#EmitterShape.Box2) is how the\n[distribution](https://fxr-docs.pages.dev/~#GPUStandardParticle.emitterDistribution) field acts on it."}},"Box2":{"value":2,"desc":{"en-US":"A cuboid.\n\nThe difference between this and [Box](https://fxr-docs.pages.dev/~#EmitterShape.Box) is how the\n[distribution](https://fxr-docs.pages.dev/~#GPUStandardParticle.emitterDistribution) field acts on it."}},"Unk3":{"value":3,"desc":{"en-US":"Seemingly identical to [Line](https://fxr-docs.pages.dev/~#EmitterShape.Line)?"}},"Cylinder":{"value":4,"desc":{"en-US":"A cylinder."}},"Unk5":{"value":5,"desc":{"en-US":"Not yet tested. Found in 800020 in Sekiro."}}}},"ForceVolumeShape":{"desc":{"en-US":"Values representing different shapes of the volume where force actions apply their force."},"members":{"Boundless":{"value":0,"desc":{"en-US":"Allows the force to affect everything, everywhere."}},"Sphere":{"value":1,"desc":{"en-US":"A spherical volume."}},"Box":{"value":2,"desc":{"en-US":"A cuboid volume."}},"Cylinder":{"value":3,"desc":{"en-US":"A cylindrical volume."}},"SquarePrism":{"value":4,"desc":{"en-US":"A square prism volume."}}}},"InitialDirection":{"desc":{"en-US":"An emitted instance's initial direction is used for various things that require a direction, but does not have a set one to follow.\n- [ParticleModifier action](https://fxr-docs.pages.dev/~#ActionType.ParticleModifier)'s [speed](https://fxr-docs.pages.dev/~#ParticleModifier.speed).\n- [Line action](https://fxr-docs.pages.dev/~#ActionType.Line)'s initial rotation.\n- [QuadLine action](https://fxr-docs.pages.dev/~#ActionType.QuadLine)'s initial rotation.\n\nThe initial direction can be further modified by the following actions:\n- [NoSpread](https://fxr-docs.pages.dev/~#ActionType.NoSpread)\n- [CircularDirectionSpread](https://fxr-docs.pages.dev/~#ActionType.CircularSpread)\n- [EllipticalDirectionSpread](https://fxr-docs.pages.dev/~#ActionType.EllipticalSpread)\n- [RectangularDirectionSpread](https://fxr-docs.pages.dev/~#ActionType.RectangularSpread)"},"members":{"Emitter":{"value":0,"desc":{"en-US":"The direction will depend on the emitter shape.\n| Emitter Shape | Direction |\n|:-|:-|\n| [Point](https://fxr-docs.pages.dev/~#ActionType.PointEmitterShape) | Same as [LocalNorth](https://fxr-docs.pages.dev/~#InitialDirection.LocalNorth). |\n| [Disk](https://fxr-docs.pages.dev/~#ActionType.DiskEmitterShape) | Same as [LocalNorth](https://fxr-docs.pages.dev/~#InitialDirection.LocalNorth). |\n| [Rectangle](https://fxr-docs.pages.dev/~#ActionType.RectangleEmitterShape) | Same as [LocalNorth](https://fxr-docs.pages.dev/~#InitialDirection.LocalNorth). |\n| [Sphere](https://fxr-docs.pages.dev/~#ActionType.SphereEmitterShape) | The direction cannot be changed for this emitter shape. |\n| [Box](https://fxr-docs.pages.dev/~#ActionType.BoxEmitterShape) | If [emitInside](https://fxr-docs.pages.dev/~#BoxEmitterShape.emitInside) is true, it picks a direction parallel to a random local axis. If it is false, the direction will be out from the box, perpendicular to the side where the particle was emitted. |\n| [Cylinder](https://fxr-docs.pages.dev/~#ActionType.CylinderEmitterShape) | Out from the cylinder's axis. |"}},"Up":{"value":1,"desc":{"en-US":"Global up. (+Y)"}},"Down":{"value":2,"desc":{"en-US":"Global down. (-Y)"}},"North":{"value":3,"desc":{"en-US":"Global north. (+Z)"}},"LocalUp":{"value":4,"desc":{"en-US":"Local up. (+Y)"}},"LocalDown":{"value":5,"desc":{"en-US":"Local down. (-Y)"}},"LocalNorth":{"value":6,"desc":{"en-US":"Local north. (+Z)"}}}},"LightingMode":{"desc":{"en-US":"Values representing different lighting modes.\n\nThese values and the fields they are used in require more testing. It's best to not assume they will work exactly as described. Values not covered by this enum are also used in vanilla effects, so there are a lot of unknown things about this."},"members":{"UnkMinus2":{"value":-2,"desc":{"en-US":"Same as [Lit](https://fxr-docs.pages.dev/~#LightingMode.Lit), but this seems to sometimes have an extra light source from somewhere?"}},"Unlit":{"value":-1,"desc":{"en-US":"Lighting does not affect the particles. No shadows or specular hightlights."}},"Lit":{"value":0,"desc":{"en-US":"Lighting affects the particles just like most regular objects."}}}},"ModelOrientationMode":{"desc":{"en-US":"Values representing different orientation modes for [Model](https://fxr-docs.pages.dev/~#ActionType.Model) particles."},"members":{"North":{"value":0,"desc":{"en-US":"Faces global north."}},"CameraPlane":{"value":1,"desc":{"en-US":"Faces away from the camera plane, the same direction as the camera itself."}},"ParticleDirection":{"value":2,"desc":{"en-US":"Faces in the direction the particle is moving. This direction can be modified by [DirectionSpread actions](https://fxr-docs.pages.dev/~#ActionSlots.DirectionSpreadAction), and is initially the particle's [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection)."}},"GlobalPitch":{"value":3,"desc":{"en-US":"Tries to face the camera, but is limited to rotation around the global X-axis.\n\nSeemingly identical to [UnkGlobalPitch](https://fxr-docs.pages.dev/~#ModelOrientationMode.UnkGlobalPitch)?"}},"GlobalYaw":{"value":4,"desc":{"en-US":"Tries to face the camera, but is limited to rotation around the vertical global Y-axis."}},"UnkGlobalPitch":{"value":5,"desc":{"en-US":"Tries to face the camera, but is limited to rotation around the global X-axis.\n\nSeemingly identical to [GlobalPitch](https://fxr-docs.pages.dev/~#ModelOrientationMode.GlobalPitch)?"}}}},"NodeType":{"desc":{"en-US":"Values used to represent different types of FXR nodes."},"members":{"Root":{"value":2000,"desc":{"en-US":"The root of the FXR tree structure.\n\n**Class**: [RootNode](https://fxr-docs.pages.dev/~#RootNode)"}},"Proxy":{"value":2001,"desc":{"en-US":"Acts as a node containing another SFX.\n\n**Class**: [ProxyNode](https://fxr-docs.pages.dev/~#ProxyNode)"}},"LevelsOfDetail":{"value":2002,"desc":{"en-US":"A node that only displays one of its child nodes at a time based on distance thresholds for each.\n\n**Class**: [LevelsOfDetailNode](https://fxr-docs.pages.dev/~#LevelsOfDetailNode)"}},"Basic":{"value":2200,"desc":{"en-US":"A basic node that can emit particles, play sounds, have transforms and child nodes.\n\n**Class**: [BasicNode](https://fxr-docs.pages.dev/~#BasicNode)"}},"NodeEmitter":{"value":2202,"desc":{"en-US":"A node that emits its child nodes.\n\n**Class**: [NodeEmitterNode](https://fxr-docs.pages.dev/~#NodeEmitterNode)"}}}},"OrientationMode":{"desc":{"en-US":"Values representing different orientation modes for most particles."},"members":{"South":{"value":0,"desc":{"en-US":"Faces global south.\n\nSee also:\n- [UnkSouth](https://fxr-docs.pages.dev/~#OrientationMode.UnkSouth)"}},"CameraPlane":{"value":1,"desc":{"en-US":"Faces the camera plane.\n\nSee also:\n- [Camera](https://fxr-docs.pages.dev/~#OrientationMode.Camera)"}},"LocalSouth":{"value":2,"desc":{"en-US":"Faces the -Z direction of the parent node."}},"UnkSouth":{"value":3,"desc":{"en-US":"Faces global south.\n\nSimilar to [South](https://fxr-docs.pages.dev/~#OrientationMode.South), but this seems to change the projection of the particle in some way."}},"GlobalYaw":{"value":4,"desc":{"en-US":"Tries to face the camera, but is limited to rotation around the vertical global Y-axis."}},"East":{"value":5,"desc":{"en-US":"Faces global east."}},"Camera":{"value":6,"desc":{"en-US":"Faces the camera.\n\nThis is different from [CameraPlane](https://fxr-docs.pages.dev/~#OrientationMode.CameraPlane), as this makes it face the camera's position instead of the camera plane."}},"LocalYaw":{"value":7,"desc":{"en-US":"Tries to face the camera, but is limited to rotation around the Y-axis of the parent node."}},"Unk11":{"value":11,"desc":{"en-US":"Not yet tested. Found in 639742 in Elden Ring. This also implies the existence of 8, 9, and 10, but they have not been tested or found yet."}}}},"PropertyArgument":{"desc":{"en-US":"Arguments used when evaluating properties.\n\nThere is no way to change what argument is given to a property. Each property has one specific argument given to it, and this is sometimes the only difference between two properties in the same action."},"members":{"Constant0":{"value":0,"desc":{"en-US":"A constant value of 0."}},"ParticleAge":{"value":1,"desc":{"en-US":"Time in seconds since the particle was emitted."}},"ActiveTime":{"value":2,"desc":{"en-US":"Time in seconds since the action became active.\n\nAn action becoming active is for example the delay from [NodeAttributes](https://fxr-docs.pages.dev/~#ActionType.NodeAttributes) being over, or the active [State](https://fxr-docs.pages.dev/~#State) changing, making a node change which of its configs is active."}},"EmissionTime":{"value":3,"desc":{"en-US":"Time in seconds between the effect being created and the particle being emitted. Stays constant per particle."}},"ExternalValue":{"value":4,"desc":{"en-US":"An external value.\n\nIn property modifiers, which external value is used is controlled by a field in the modifier."}}}},"ReflectionMode":{"desc":{"en-US":"Used by [lens flares](https://fxr-docs.pages.dev/~#ActionType.LensFlare) to control the direction of the offset vector."},"members":{"None":{"value":0,"desc":{"en-US":"No offsets. The flare(s) will appear at the source's position."}},"Radial":{"value":1,"desc":{"en-US":"The source's screen-space position will be reflected through the center of the screen to calculate the offset vector."}},"Horizontal":{"value":2,"desc":{"en-US":"The source's screen-space position will be flipped horizontally to calculate the offset vector."}}}},"RichModelOrientationMode":{"desc":{"en-US":"Values representing different orientation modes for [RichModel](https://fxr-docs.pages.dev/~#ActionType.RichModel) particles."},"members":{"North":{"value":0,"desc":{"en-US":"Faces global north.\n\nSeemingly identical to [UnkNorth](https://fxr-docs.pages.dev/~#RichModelOrientationMode.UnkNorth)?"}},"CameraPlane":{"value":1,"desc":{"en-US":"Faces away from the camera plane, the same direction as the camera itself."}},"ParticleDirection":{"value":2,"desc":{"en-US":"Faces in the direction the particle is moving. This direction can be modified by [DirectionSpread actions](https://fxr-docs.pages.dev/~#ActionSlots.DirectionSpreadAction), and is initially the particle's [InitialDirection](https://fxr-docs.pages.dev/~#InitialDirection)."}},"UnkNorth":{"value":3,"desc":{"en-US":"Faces global north.\n\nSeemingly identical to [North](https://fxr-docs.pages.dev/~#RichModelOrientationMode.North)?"}},"GlobalYaw":{"value":4,"desc":{"en-US":"Tries to face the camera, but is limited to rotation around the vertical global Y-axis."}}}},"TracerOrientationMode":{"desc":{"en-US":"Values representing different orientation modes for [Tracer](https://fxr-docs.pages.dev/~#ActionType.Tracer) and [LegacyTracer](https://fxr-docs.pages.dev/~#ActionType.LegacyTracer) particles."},"members":{"Travel":{"value":0,"desc":{"en-US":"The tracer source is perpendicular to the direction it's travelling and the direction of the camera."}},"LocalZ":{"value":1,"desc":{"en-US":"The tracer source is aligned with the local Z-axis, which is detenmined by the rotation of the node that emits the tracer."}},"Vertical":{"value":2,"desc":{"en-US":"The tracer source is aligned with the global vertical axis."}},"GlobalX":{"value":3,"desc":{"en-US":"The tracer source is aligned with the global X-axi