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Complete Sacred 2 FX list - Part I


Lindor

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To-do-list:

  • copy all reverse engineered FX into this topic
  • sort them into the correct spoilers (skip the Casting FX and Spell FX spoilers for now)
  • add all particle scripts with a corresponding FX name in the merged list
  • add all FX names without a corresponding particle script in the merged list
  • add screenshots to all open FX names/ particle scripts and descriptions to all open screenshots
  • test all marked FX in S2TEST.ods and all unsuccessfully tested particle scripts in the merged list for possible skipped FX (he_st_nebelform and he_st_kristallhaut frequently give false negatives no matter which spellclass or other properties chosen and I didn't notice it which is FATAL)
  • search all questscript.txt FX for possible new, unlisted FX
  • sort all spoilers alphabetically (by the FX name)
    • Part I - standard FX
    • Part I - partial FX
    • Part II
    • Part III -SFX
    • Part III -Hidden FX and Auto-Trigger-FX
    • Part IV
  • find out which ones are Partial FX, Casting FX or Spell FX and sort them into the correct spoilers
  • add references if FXNAME, FXNAME_C and FXNAME_I are in different spoilers/parts
  • Test all spellclasses and eiStateNames for hidden FX
    • all spellclasses with spellcontroltype eCAtype_a_effect_attack_ray
  • Build an imageless FX spreadsheet for all new FX that previously haven't been listed to make it easier to identify the changes after progress has been made
  • Build an imageless FX spreadsheet with fx type and colorization references (gradient, particle script, image, not recolorizable etc.) (work in progress)
  • Migrate data to the Wiki (work in progress)

Will not be done:

 

  • add image references where they're known (wht did I mean with that? can't remember lol)
  • find a better sorting system for the environmental FX and for all FX in general
    • Offensive/Defensive/Neutral?
    • By Color? But recolorizing is a thing.
    • By size? But resizing is a thing.
    • completely modifyable/partially modifyable/ not modifyable?
Edited by Lindor
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  • 2 weeks later...

 

Quote

Image shows 4 distinct FX that are very similar to each other. For unknown reason, FX_GEN_NOVA1 looks nearly the same as FX_GEN_NOVA2.
          Maybe EE 3.0 has something to do with it, since it recolorizes some stuff.

There are a lot of generic FX affected by me changing some of the default color textures.  The most obvious is the set of NOVAs.  In vanilla the 4 NOVAs are green, blue, red, and yellow.  I hate to say it but EE is probably skewing the results of what the FX originally were more than you realize.

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On 2/3/2021 at 4:25 PM, Flix said:

 

There are a lot of generic FX affected by me changing some of the default color textures.  The most obvious is the set of NOVAs.  In vanilla the 4 NOVAs are green, blue, red, and yellow.  I hate to say it but EE is probably skewing the results of what the FX originally were more than you realize.

Well that is a little bit unfortunate, I kinda already did half the stuff before realizing that I had EE installed. For me it's no big deal since I built all my personal mods around EE so far (which might change with the next Addendum iteration), but I wanted to make the list for every modder support and not just for me. And thanks for the input, even if it has taken me a year to response I appreciate it xD

Hmm now that I finally went over all FX names and particle scripts on the merged list, I can go over all the verified FX and compare I&B to EE if I find the time. Should take me less time than trial and error dozens of possible FX names per particle script. Maybe thats even interesting to you finding out what exactly EE is recolorizing? Because with your knowledge we can probably link more spells to gradients and stuff, maybe even with another spreadsheet. But first I wanna work on the Casting/Spell/General FX sorting.

Oh and please if that is the case I don't want you to feel hindered on playing around with recolorizition for future EE versions because of my list, I wanted it to be helpful and not a hurdle.

 

-----

 

Another question, I found a total of four different FX that despite being used in spells.txt don't work. These are:

  • FX_SKELETONFEAR and FX_SKELETONFEAR_C are used by the zzz_enemy_area_fear spell and have fx_skeletonfear.particle as a script
  • FX_AURA_ENERGYLEECH is used by the enemy_aura_energyleech spell
  • FX_THROW_GENERIC the is used by Throw_generic spell

Also there are two unused Boss FX particle scripts which I couldn't figure out a working FX name for:

  • fx_ph_meteor.particle
  • fx_ph_meteoreinschlag.particle

(ph=phoenix?)

Do you have some information about these FX/scripts? Is it maybe even possible to revive them somehow? Im gonna try and look up which creatures use that spells after I remember how to do that xD
 

And one final question, are FX_GEN_BERSERKER auto-trigger-FX? Kinda look like it but I can't remember seeing that effect ingame.

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  • The title was changed to Complete Sacred 2 FX list (work in progress)
  • The title was changed to Complete Sacred 2 FX list - Part I

I have some great news I need to share immediately! Remember this topic:

?

I FOUND IT!!!
 

On 12/1/2021 at 11:52 AM, Lindor said:

Another question, I found a total of four different FX that despite being used in spells.txt don't work. These are:

  • FX_SKELETONFEAR and FX_SKELETONFEAR_C are used by the zzz_enemy_area_fear spell and have fx_skeletonfear.particle as a script
  • FX_AURA_ENERGYLEECH is used by the enemy_aura_energyleech spell
  • FX_THROW_GENERIC the is used by Throw_generic spell
On 1/19/2021 at 12:18 AM, Lindor said:

(he_st_nebelform and he_st_kristallhaut frequently give false negatives and I didn't notice it which is FATAL)

It's FX_SKELETONFEAR!!! after all these years..., well, one but still, I'm so excited!:JC_hurrah::yay:
Best christmas gift I could've asked for! Haven't edited the screenshots yet and with EE it got recolorized to red and purple, but it's unbelievable, the very reason why I even started this giga project and it finally worked out!

 

star-trek-enterprise-animated-gif-21.gif
 

 

EDIT:
BTW FX_AURA_ENERGYLEECH are SFX, just didn't hear it. FX_SKELETONFEAR_C and FX_THROW_GENERIC still don't work though.

Edited by Lindor
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5 hours ago, Lindor said:

I have some great news I need to share immediately! Remember this topic:

?

I FOUND IT!!!
 

It's FX_SKELETONFEAR!!! after all these years..., well, one but still, I'm so excited!:JC_hurrah::yay:
Best christmas gift I could've asked for! Haven't edited the screenshots yet and with EE it got recolorized to red and purple, but it's unbelievable, the very reason why I even started this giga project and it finally worked out!

 

star-trek-enterprise-animated-gif-21.gif
 

 

EDIT:
BTW FX_AURA_ENERGYLEECH are SFX, just didn't hear it. FX_SKELETONFEAR_C and FX_THROW_GENERIC still don't work though.

I don't think anyone's going to challenge the best feeling of a perfect Christmas gift... Gratz on that find!

:dance2:

gogo

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As you might have notice, after finding FX_SKELETONFEAR I stopped working on the list again and concentrated more on my mods. Lot's of important work has already been done though and I revived a lot of FX that previously haven't been part of the list for nearly a year. In order to make it easier for you to differentiate between the FX that have already been listed and the new FX I revived in the last two weeks, I made a list for you:

Casting FX:

  1. FX_ARROW
  2. FX_BERSERKER_ZERFETZEN_C
  3. FX_ENEMY_WHIT_VERLANGSAMEN
  4. FX_ENEMY_WHIT_ZERFETZEN_C
  5. FX_GEN_ROOT
  6. FX_GIFTSPRITZEN_I
  7. FX_SANDPEOPLE_SCHLACHTSCHREI
  8. FX_SIMPLELIGHT
  9. FX_SIMPLELIGHT1
  10. FX_SIMPLELIGHT2
  11. FX_SIMPLELIGHT3
  12. FX_SIMPLELIGHT4
  13. FX_SKELETON_ROOT
  14. FX_SKELETONFEAR

Partial FX:

  1. FX_FEUERREGEN
  2. FX_GEN_WIND
  3. FX_HEAL_C

SFX:

  1. FX_AURA_ENERGYLEECH
  2. FX_GHOSTSHOCK_C
  3. FX_GHOSTSHOCK2_C
  4. FX_TROLLROCK_C

Spell FX:

  1. FX_ENEMY_BLIND
  2. FX_LANDSLIDE
  3. FX_SANDPEOPLE_SCHLACHTSCHREI_C
  4. FX_TROLLROCK
  5. FX_WPN_SHOOT2_GOLD

Standard FX:

  1. FX_GEN_AREASCHADEN
  2. FX_GEN_BERSERKER
  3. FX_GEN_STOMP
  4. FX_GEN_TOTEM
  5. FX_GHOSTSHOCK
  6. FX_GHOSTSHOCK2
  7. FX_GIFTFONTAINE_C
  8. FX_GIFTSPRITZEN
  9. FX_HEAL
  10. FX_HORSE_RAMMING
  11. FX_SKELETON_ROOT_C
  12. FX_SPINNENNETZ
  13. FX_SPINNENNETZ_C
  14. FX_ZOMBIE_ICEATEM_C
  15. FX_ZOMBIE_PESTATEM_C
  16. FX_ZOMBIE_SCHLEIMBATZEN_C

 

Listed are:

  • all FX that haven't been part of the list
  • all FX that kinda have been part, but haven't been tested and, as a result, didn't have screenshot examples or descriptions

Not listed are:

  • all FX that already have been listed, but got sorted into a new spoiler/part of the list
  • all untested FX that previously have been listed but got sorted out after unsuccessfull testing

I'm probably gonna quit working on the list for some time now, but there's still lots of work to do because the crystal skin/fog form bug means that there are probably many more out there waiting for discovery. If you wanna contribute, then you can test all the red particle scripts in the merged list topic:


A spellclass that works with all FX is cSpellHeFeuerball. Just copy the he_in_feuerball properties and you're good to go. Also keep in mind that some FX need a target (enemy) in order to show up.

Edited by Lindor
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  • 1 month later...
7 hours ago, NathyielNathyiel said:

I tested FX_GEN_FROSTAURA and FX_GEN_FROSTRING in place of Crystal Skin.

I found that FX_GEN_FROSTAURA follow the character when FX_GEN_FROSTRING don't move.

Thx, I edited that in.

FYI I can only warn to not use crystal skin or (or cascading shroud) as a testing CA for FX. They frequently produce false negatives, no matter what spellclass you use. I believe they're hardcoded to only allow FX that can be cast at a target. I have to wonder here: did the FX_GEN_FROSTRING effect show at all with crystal skin?

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some kind of mist. I think that may be used for the Mist Boss.

The idea was to change Cascading Skin. Finally, I'm using FX_SKELETON_FROSTSHIELD and I will switch to the fire version for Incandescent Skin.

 

By the way, I'm looking for a non weapon projectile that are faster than what I found. Or a way to increase speed of existing projectile.

 

2 screenshot : Frostshield and Frostaura. Frostring is the same but don't move.

big_0011.png

big_0009.png

Edited by NathyielNathyiel
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There are several FX used in questscript.txt. I wrote lua script to extract. Might contain some unknown.

Spoiler

01   FXTYPE_BLUEFIRE_LARGE
02   FXTYPE_CHEST1A
03   FXTYPE_CHEST1R
04   FXTYPE_CHEST1W
05   FXTYPE_CHEST2B
06   FXTYPE_CHEST2G
07   FXTYPE_CHEST4W
08   FXTYPE_DEFEKTEMASCHINE1
09   FXTYPE_DG_FEUERBODEN
10   FXTYPE_FIRE1
11   FXTYPE_FLYINGBATS
12   FXTYPE_GEN_FRAG_DUST
13   FXTYPE_GEN_NOVA1
14   FXTYPE_GEN_NOVA2
15   FXTYPE_GEN_NOVA3
16   FXTYPE_GEN_SPAWN1
17   FXTYPE_GEN_SPAWN1_I
18   FXTYPE_GEN_SUMMON
19   FXTYPE_GEN_TELEPORT
20   FXTYPE_GEN_TPRISON
21   FXTYPE_GEN_TRANSFORM
22   FXTYPE_HE_ENERGIEBLITZ
23   FXTYPE_HOLOGRAM
24   FXTYPE_HOLOGRAM_RAY
25   FXTYPE_INVALID
26   FXTYPE_PORTAL1
27   FXTYPE_PORTAL2
28   FXTYPE_QFX_BLITZVOMHIMMEL
29   FXTYPE_QFX_FLIEGENSCHWARM
30   FXTYPE_QFX_GRUENERDUNST
31   FXTYPE_QFX_SERAGATE
32   FXTYPE_QFX_VERGIFTETER_BRUNNEN
33   FXTYPE_QFX_WASSERFALL
34   FXTYPE_SC_BURNINGDEAD
35   FXTYPE_SE_SCHOCKWELLE
36   FXTYPE_SIMPLELIGHT1
37   FXTYPE_SIMPLELIGHT3
38   FXTYPE_SK_KOHORTE_C
39   FXTYPE_SK_KOHORTE_I
40   FXTYPE_SMOKEBIGBLACK
41   FXTYPE_SMOKEBIGWHITE
42   FXTYPE_SMOKEMEDIUMGREY
43   FXTYPE_SMOKEMEDIUMWHITE
44   FXTYPE_SMOKESMALLWHITE
45   FXTYPE_SNOWFALL
46   FXTYPE_SPPL_RISE
47   FXTYPE_SUMMON
48   FXTYPE_WATERFALL2

Will add further inverstigation to to-do-list

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  • 4 weeks later...
  • 4 weeks later...

@Lindor  I exported the complete list of coded FX from s2core.dll.  My apologies but I did not filter out ones you already documented, player FX or boss FX.  Nor did I check which ones are purely environmental.  This is basically just an export dump, in the hopes that maybe there's some undiscovered treasures left in there. If not, no big deal.  I'm looking into adding some sounds for a lot of the silent FX.

Spoiler

"fx_aliensmoke"
"fx_areafire1"
"fx_arrow"
"fx_arrow_c"
"fx_arrow_fx"
"fx_arrow_i"
"fx_aura_energyleech"
"fx_berserker_footstep"
"fx_berserker_zerfetzen_c"
"fx_blood"
"fx_blooddrops1"
"fx_blooddrops2"
"fx_blooddrops3"
"fx_blooddrops4"
"fx_blood_black"
"fx_blood_blue"
"fx_blood_dust"
"fx_blood_ghost"
"fx_blood_green"
"fx_blue1"
"fx_bluefire"
"fx_bluefire_large"
"fx_BOOST"
"fx_bossgolem_earthquake"
"fx_bossgolem_earthquake2"
"fx_bossgolem_earthquake_c"
"fx_bossgolem_earthquake_i"
"fx_bossgolem_earthsuck"
"fx_bossgolem_energyonhand"
"fx_bossgolem_energytransfer"
"fx_bossgolem_shieldoff"
"fx_bossgolem_shockwave"
"fx_bossgolem_shockwave_c"
"fx_bossgolem_shockwave_i"
"fx_bossgolem_shockwave_shot"
"fx_bossgolem_stonethrow"
"fx_bossgolem_stonethrow_c"
"fx_bossgolem_stonethrow_explode"
"fx_bossgolem_stone_explode2"
"fx_burningskin"
"fx_butterfly"
"fx_candle1"
"fx_candlelight1"
"fx_candlelight1a"
"fx_candlelight1b"
"fx_candlelight1c"
"fx_candlelight1d"
"fx_candlelight1e"
"fx_candlelight1f"
"fx_chest1a"
"fx_chest1b"
"fx_chest1g"
"fx_chest1r"
"fx_chest1w"
"fx_chest2a"
"fx_chest2b"
"fx_chest2g"
"fx_chest2r"
"fx_chest2w"
"fx_chest3a"
"fx_chest3b"
"fx_chest3g"
"fx_chest3r"
"fx_chest3w"
"fx_chest4a"
"fx_chest4b"
"fx_chest4g"
"fx_chest4r"
"fx_chest4w"
"fx_cm_blendungsstah2"
"fx_cm_blendungsstah3"
"fx_cm_blendungsstah4"
"fx_cm_blendungsstahl"
"fx_cm_blitzkette"
"fx_cm_explosion"
"fx_cm_kaelteaura"
"fx_cm_teleport"
"fx_cobold_fumble"
"fx_dangerclass"
"fx_death_bloodskull"
"fx_death_eod_servant1"
"fx_death_eod_servant2"
"fx_death_hellhound"
"fx_defektemaschine1"
"fx_defektemaschine2"
"fx_desertdust"
"fx_dg_feueratem1"
"fx_dg_feueratem2"
"fx_dg_feuerboden"
"fx_dm_beschuetzer"
"fx_dm_beschuetzer_c"
"fx_dm_cast_k"
"fx_dm_cast_l"
"fx_dm_dragonfire"
"fx_dm_dragonfire_c"
"fx_dm_dragonform_fireball"
"fx_dm_eisring"
"fx_dm_eisteppich"
"fx_dm_energiebrand"
"fx_dm_energiebrand_c"
"fx_dm_ewigesfeuer"
"fx_dm_ewigesfeuer_c"
"fx_dm_feuerring"
"fx_dm_feuerteppich"
"fx_dm_gedankenschlag"
"fx_dm_gedankenschlag_c"
"fx_dm_kampftrance"
"fx_dm_kampftrance_c"
"fx_dm_mahlstrom"
"fx_dm_mahlstrom_c"
"fx_dm_morph_berserker"
"fx_dm_morph_berserker_back"
"fx_dm_morph_berserker_c"
"fx_dm_morph_dragon"
"fx_dm_morph_dragon_back"
"fx_dm_morph_dragon_c"
"fx_dm_morph_mount"
"fx_dm_morph_mount_back"
"fx_dm_morph_mount_c"
"fx_dm_schutzrunen"
"fx_dm_schutzrunen_c"
"fx_dm_vertrauer"
"fx_dm_vertrautert_firering"
"fx_dm_vertrauter_c"
"fx_dm_vertrauter_charge"
"fx_dm_wall"
"fx_dm_wall_c"
"fx_dm_windstoss"
"fx_dm_windstoss_c"
"fx_dm_wirbelwind"
"fx_dm_wirbelwind_c"
"fx_dm_zerstoerer_explosion"
"fx_dm_zerstoerer_spawn"
"fx_dot_fire"
"fx_dot_ice"
"fx_dot_magic"
"fx_dot_phys"
"fx_dot_poison"
"fx_dr_bodenspiesse"
"fx_dr_bodenspiesse_c"
"fx_dr_cast_k"
"fx_dr_cast_l"
"fx_dr_cast_m"
"fx_dr_fluchdesverderbens"
"fx_dr_fluchdesverderbens_c"
"fx_dr_handauflegen"
"fx_dr_handauflegen_c"
"fx_dr_krankheit"
"fx_dr_krankheit_c"
"fx_dr_projektilfokus"
"fx_dr_projektilfokus_c"
"fx_dr_quaelen"
"fx_dr_quaelen_c"
"fx_dr_rindenhaut"
"fx_dr_rindenhaut_c"
"fx_dr_sprint"
"fx_dr_sprint_c"
"fx_dr_voodoototem"
"fx_dr_voodoototem_c"
"fx_dr_wacherverstand"
"fx_dr_wacherverstand_c"
"fx_dr_wirbeln"
"fx_dr_wirbeln_c"
"fx_dr_wucherwurzel"
"fx_dr_wucherwurzel_c"
"fx_dr_zombie"
"fx_dr_zombie_c"
"fx_dwarftossing"
"fx_dwarftossing_c"
"fx_dwarftossing_i"
"fx_ee_magic"
"fx_ee_magic_c"
"fx_enemy_blind"
"fx_enemy_cone_t_grunt_c"
"fx_enemy_electricity_shock_c"
"fx_enemy_electricity_shock_i"
"fx_enemy_heal"
"fx_enemy_heal_c"
"fx_enemy_heilschub"
"fx_enemy_heilschub_c"
"fx_enemy_spikeshield_c"
"fx_enemy_tenergy_explosion"
"fx_enemy_tenergy_fireball"
"fx_enemy_tenergy_fireball_c"
"fx_enemy_whit_giftschlag_c"
"fx_enemy_whit_verlangsamen"
"fx_enemy_whit_zerfetzen_c"
"fx_entzuenden"
"fx_entzuenden_c"
"fx_entzuenden_small"
"fx_eye_explosion"
"fx_eye_wirbelwind"
"fx_fallingleafs"
"fx_fallingrocks1"
"fx_fallingrocks2"
"fx_fallingrocks3"
"fx_fallingsand1"
"fx_fallingsand2"
"fx_fd_blitzkette"
"fx_fd_duesenstrahl"
"fx_fd_laser_c"
"fx_fd_laser_i"
"fx_fd_laser_l"
"fx_fd_laser_r"
"fx_fd_sonic"
"fx_fd_sonic_i"
"fx_fd_tschuss_i"
"fx_fd_tschuss_l"
"fx_fd_tschuss_r"
"fx_federnlassen"
"fx_feuerregen"
"fx_fire1"
"fx_fire2"
"fx_firedemon_eruption"
"fx_firedemon_eruption_c"
"fx_firedemon_firebig"
"fx_firedemon_fireesmall"
"fx_firedemon_footstep"
"fx_firedemon_groundhit"
"fx_firedemon_handfire"
"fx_firedemon_lavacrack"
"fx_firedemon_lavacrack_c"
"fx_firedemon_smash"
"fx_firedemon_staff"
"fx_firedemon_teleport"
"fx_firedemon_teleport_c"
"fx_firehorse_footstep"
"fx_flyingbats"
"fx_fm_aufstehen"
"fx_fm_cloud"
"fx_fm_fountain"
"fx_fm_idle1"
"fx_fm_idle2"
"fx_fm_idle3"
"fx_fm_idle4"
"fx_fm_idle5"
"fx_fm_minion"
"fx_footstepdust"
"fx_footstepstones"
"fx_footstepstones_small"
"fx_footstepwater"
"fx_fountain1"
"fx_fountain2"
"fx_fountain2_blood"
"fx_fountain3"
"fx_fountain4"
"fx_fountain5"
"fx_fountain6"
"fx_fountain7"
"fx_fountain7_blood"
"fx_fountain8"
"fx_fountain8_blood"
"fx_fountain9"
"fx_frostkreis"
"fx_frostkreis_c"
"fx_frostschock"
"fx_frostschock_c"
"fx_frostschock_i"
"fx_gen_areaschaden"
"fx_gen_armorset_bad"
"fx_gen_armorset_good"
"fx_gen_berserker"
"fx_gen_blitzkette"
"fx_gen_bluten"
"fx_gen_buff_deakt"
"fx_gen_castblock"
"fx_gen_critical_hit"
"fx_gen_elite"
"fx_gen_feuerwand"
"fx_gen_fireball1"
"fx_gen_fireball1_dragon_i"
"fx_gen_fireball1_i"
"fx_gen_fireball2"
"fx_gen_fireball2_dragon_i"
"fx_gen_fireball2_i"
"fx_gen_fireball3"
"fx_gen_fireball3_dragon_i"
"fx_gen_fireball3_i"
"fx_gen_fireball4"
"fx_gen_fireball4_dragon_i"
"fx_gen_fireball4_i"
"fx_gen_fireball5"
"fx_gen_fireball_dragon1"
"fx_gen_fireball_dragon2"
"fx_gen_fireball_dragon3"
"fx_gen_fireball_dragon4"
"fx_gen_frag"
"fx_gen_frag_black"
"fx_gen_frag_blue"
"fx_gen_frag_crystal"
"fx_gen_frag_dust"
"fx_gen_frag_ghost"
"fx_gen_frag_green"
"fx_gen_frag_p"
"fx_gen_frag_p_armor_g"
"fx_gen_frag_p_armor_s"
"fx_gen_frag_p_black"
"fx_gen_frag_p_blubber"
"fx_gen_frag_p_blue"
"fx_gen_frag_p_crystal"
"fx_gen_frag_p_dust"
"fx_gen_frag_p_eye"
"fx_gen_frag_p_ghost"
"fx_gen_frag_p_green"
"fx_gen_frag_p_scream1"
"fx_gen_frag_p_sparcle"
"fx_gen_frostaura"
"fx_gen_frostring"
"fx_gen_lifeleach"
"fx_gen_manaleach"
"fx_gen_mehr_aw"
"fx_gen_mehr_vw"
"fx_gen_mirror_arrow"
"fx_gen_mirror_magic"
"fx_gen_missile1"
"fx_gen_missile2"
"fx_gen_missile3"
"fx_gen_missile4"
"fx_gen_nova1"
"fx_gen_nova2"
"fx_gen_nova3"
"fx_gen_nova4"
"fx_gen_ohnmacht"
"fx_gen_root"
"fx_gen_schrumpfkopf_hit"
"fx_gen_schwaechung"
"fx_gen_slowdown"
"fx_gen_spawn1"
"fx_gen_spawn1_i"
"fx_gen_spawn2"
"fx_gen_spawn2_i"
"fx_gen_spawn3"
"fx_gen_spawn3_i"
"fx_gen_spawn4"
"fx_gen_spawn4_i"
"fx_gen_speedup"
"fx_gen_stomp"
"fx_gen_stun"
"fx_gen_summon"
"fx_gen_summon_pre"
"fx_gen_teleport"
"fx_gen_tmutate"
"fx_gen_totem"
"fx_gen_tprison"
"fx_gen_transform"
"fx_gen_trap1"
"fx_gen_trap1_i"
"fx_gen_trap2"
"fx_gen_trap2_i"
"fx_gen_trap3"
"fx_gen_trap3_i"
"fx_gen_trap4"
"fx_gen_trap4_i"
"fx_gen_trap5"
"fx_gen_trap5_i"
"fx_gen_trap6"
"fx_gen_trap6_i"
"fx_gen_trap7"
"fx_gen_trap7_i"
"fx_gen_trap8"
"fx_gen_trap8_i"
"fx_gen_trap_f"
"fx_gen_unsichtbar"
"fx_gen_unverwundbar"
"fx_gen_weniger_heilung"
"fx_gen_wind"
"fx_geyser_steam1"
"fx_geyser_steam2"
"fx_geyser_steam3"
"fx_geyser_water1"
"fx_geyser_water2"
"fx_geyser_water3"
"fx_ghostheart"
"fx_ghostreanimation"
"fx_ghostreanimation_c"
"fx_ghostscream"
"fx_ghostscream_c"
"fx_ghostscream_i"
"fx_ghostshock"
"fx_ghostshock2"
"fx_ghostshock2_c"
"fx_ghostshock_c"
"fx_ghosttelekinesis"
"fx_ghosttelekinesis_c"
"fx_ghosttelekinesis_i"
"fx_ghoul_blocken_c"
"fx_giftfontaine_c"
"fx_giftspritzen"
"fx_giftspritzen_i"
"fx_glow1"
"fx_glow3"
"fx_glowingchrystal1"
"fx_glowingchrystal2"
"fx_glowingchrystal3"
"fx_glowingchrystal4"
"fx_glowingchrystal5"
"fx_glowingchrystal6"
"fx_glowingmushroom1"
"fx_glowingmushroom2"
"fx_glowingmushroom3"
"fx_glowingmushroom4"
"fx_glowingmushroom5"
"fx_glowingmushroom6"
"fx_gluehendeasche"
"fx_golem_handfog_r"
"fx_greenfire"
"fx_groundfogblue"
"fx_groundfoggreen"
"fx_groundfoggrey"
"fx_groundfogred"
"fx_gs_daemon"
"fx_gs_daemon_c"
"fx_gs_daemon_i"
"fx_gs_drohnen"
"fx_gs_drohnen_c"
"fx_gs_erhellen"
"fx_gs_erhellen2"
"fx_gs_erhellen_c"
"fx_gs_erhellen_i"
"fx_gs_kriegsrausch_c"
"fx_gs_lebenskraft"
"fx_gs_lebenskraft_c"
"fx_gs_schutzschild"
"fx_gs_schutzschild_c"
"fx_hand_glow"
"fx_heal"
"fx_heal_c"
"fx_hemnt_atem"
"fx_hemnt_glitzern"
"fx_he_bannkreis"
"fx_he_bannkreis_c"
"fx_he_cast_k"
"fx_he_cast_l"
"fx_he_cast_m"
"fx_he_eissplitter"
"fx_he_eissplitter_c"
"fx_he_energieblitz"
"fx_he_energieblitz_c"
"fx_he_energieblitz_i"
"fx_he_fd_feuerball"
"fx_he_fd_feuerball_c"
"fx_he_feuerball"
"fx_he_feuerball_c"
"fx_he_feuerball_i"
"fx_he_feuerdaemon"
"fx_he_feuerdaemon_c"
"fx_he_feuerhaut"
"fx_he_feuerhaut_c"
"fx_he_feuersturm"
"fx_he_feuersturm_c"
"fx_he_feuersturm_s"
"fx_he_frostschlag"
"fx_he_frostschlag_c"
"fx_he_frostschlag_i"
"fx_he_kristallhaut"
"fx_he_kristallhaut_c"
"fx_he_kristallhaut_p"
"fx_he_magischerschlag"
"fx_he_magischerschlag_c"
"fx_he_meteor"
"fx_he_meteor_c"
"fx_he_meteor_i"
"fx_he_meteor_i2"
"fx_he_meteor_p"
"fx_he_nebelform"
"fx_he_nebelform_c"
"fx_he_regenerationskraft"
"fx_he_regenerationskraft_c"
"fx_he_schneesturm"
"fx_he_schneesturm_c"
"fx_he_teleport"
"fx_he_teleport_c"
"fx_hologram"
"fx_hologram_ray"
"fx_horse_ramming"
"fx_inq_cast_k"
"fx_inq_cast_l"
"fx_inq_cast_m"
"fx_inq_doppelgaenger"
"fx_inq_doppelgaenger_c"
"fx_inq_eifer"
"fx_inq_eifer_c"
"fx_inq_entsetzen"
"fx_inq_entsetzen_c"
"fx_inq_faecherblitz"
"fx_inq_faecherblitz_c"
"fx_inq_kasteiung"
"fx_inq_kasteiung_c"
"fx_inq_machtsog"
"fx_inq_machtsog_c"
"fx_inq_machtstoss"
"fx_inq_machtstoss_c"
"fx_inq_pranger"
"fx_inq_pranger_c"
"fx_inq_schaendung"
"fx_inq_schaendung2"
"fx_inq_schaendung_c"
"fx_inq_schaendung_p"
"fx_inq_seelenfaenger"
"fx_inq_seelenfaenger_c"
"fx_inq_seelenfaenger_s"
"fx_inq_seelenraub"
"fx_inq_seelenraub_c"
"fx_inq_vergeltung"
"fx_inq_vergeltung_c"
"fx_inq_versklavung"
"fx_inq_versklavung_c"
"fx_irrlicht"
"fx_kehlenreisser"
"fx_klauenangriff"
"fx_landslide"
"fx_landslide2"
"fx_landslide_c"
"fx_landslide_i"
"fx_lava1"
"fx_lava2"
"fx_lavaburst1"
"fx_lavaburst2"
"fx_lavafall1"
"fx_lavafall2"
"fx_lavafall3"
"fx_lavafall4"
"fx_leafflush"
"fx_levelup"
"fx_lifeleech"
"fx_lifeleech_c"
"fx_lifeleech_i"
"fx_lightsabre1"
"fx_lightsabre2"
"fx_lightsabre3"
"fx_lightsabre4"
"fx_magiclight"
"fx_magischesversteck1"
"fx_magischesversteck2"
"fx_magischesversteck3"
"fx_max"
"fx_minion_range"
"fx_mm_aktivstrahl"
"fx_mm_schild"
"fx_mm_schockwelle"
"fx_mm_spruehen"
"fx_mm_stampfen"
"fx_ofen"
"fx_oilfire1"
"fx_oilfire2"
"fx_oilfire3"
"fx_pestbeule1"
"fx_pestbeule_c"
"fx_pestbeule_i"
"fx_ph_dragonfire"
"fx_ph_meteor_i"
"fx_ph_meteor_p"
"fx_ph_pull"
"fx_ph_shield"
"fx_ph_shield_ray_a"
"fx_ph_shield_ray_b"
"fx_portal1"
"fx_portal2"
"fx_psycholight1"
"fx_pusteblume"
"fx_qfx_blitzvomhimmel"
"fx_qfx_cast"
"fx_qfx_dreckigeswasser"
"fx_qfx_eiterblase"
"fx_qfx_fliegenschwarm"
"fx_qfx_gruenerdunst"
"fx_qfx_hexentopf"
"fx_qfx_pfuetze"
"fx_qfx_respawnstone"
"fx_qfx_schleimblase"
"fx_qfx_seragate"
"fx_qfx_vergifteter_brunnen"
"fx_qfx_wasserfall"
"fx_reagenzglas"
"fx_runningbugs"
"fx_sandpeople_schlachtschrei"
"fx_sandpeople_schlachtschrei_c"
"fx_sculpting"
"fx_sc_burningdead"
"fx_sc_dreckwolke"
"fx_sc_footstep"
"fx_sc_schild"
"fx_sc_stachel"
"fx_sera_mystique"
"fx_se_beeeffgee"
"fx_se_beeeffgee_c"
"fx_se_befluegeln"
"fx_se_befluegeln_c"
"fx_se_bekehrung"
"fx_se_bekehrung_c"
"fx_se_blitz"
"fx_se_blitz_c"
"fx_se_blitz_i"
"fx_se_cast_k"
"fx_se_cast_l"
"fx_se_cast_m"
"fx_se_energieschild"
"fx_se_energieschild_c"
"fx_se_heilen"
"fx_se_heilen_c"
"fx_se_kampfhaltung"
"fx_se_kampfhaltung_c"
"fx_se_lichtaura"
"fx_se_lichtaura_c"
"fx_se_lichtsaeule"
"fx_se_lichtsaeule_c"
"fx_se_notschild"
"fx_se_notschild_c"
"fx_se_schockwelle"
"fx_se_schockwelle_c"
"fx_se_schwertfeuer"
"fx_se_schwertfeuer_c"
"fx_simplelight1"
"fx_simplelight2"
"fx_simplelight3"
"fx_simplelight4"
"fx_skeletonfear"
"fx_skeletonfear_c"
"fx_skeletonheal"
"fx_skeleton_arrowtrail"
"fx_skeleton_arrowtrail_i"
"fx_skeleton_fireball"
"fx_skeleton_fireball_c"
"fx_skeleton_fireball_i"
"fx_skeleton_fireshield"
"fx_skeleton_fireshield_c"
"fx_skeleton_frostshield"
"fx_skeleton_poisonshield"
"fx_skeleton_root"
"fx_skeleton_root_c"
"fx_skel_staff"
"fx_sk_cast_k"
"fx_sk_cast_l"
"fx_sk_cast_m"
"fx_sk_geisterhand"
"fx_sk_geisterhand_c"
"fx_sk_geistform"
"fx_sk_geistform_c"
"fx_sk_geistform_nospec"
"fx_sk_kampfbefehl"
"fx_sk_kampfbefehl_c"
"fx_sk_kampfbefehl_s"
"fx_sk_kampfrausch"
"fx_sk_kampfrausch_c"
"fx_sk_kampfrausch_s"
"fx_sk_kampfruf"
"fx_sk_kampfruf_c"
"fx_sk_kohorte"
"fx_sk_kohorte_c"
"fx_sk_kohorte_i"
"fx_sk_kohorte_i2"
"fx_sk_kohorte_skeletonglow"
"fx_sk_provozieren"
"fx_sk_provozieren_c"
"fx_sk_standarte"
"fx_sk_standarte_c"
"fx_sk_todeskaelte"
"fx_sk_todeskaelte_c"
"fx_sk_todeskaelte_s"
"fx_sk_umlenkung"
"fx_sk_umlenkung_c"
"fx_sk_unterstuetzung"
"fx_sk_unterstuetzung_c"
"fx_sk_unterstuetzung_s"
"fx_sk_willensstaerke"
"fx_sk_willensstaerke_c"
"fx_smokebigblack"
"fx_smokebiggrey"
"fx_smokebigwhite"
"fx_smokemediumblack"
"fx_smokemediumgrey"
"fx_smokemediumwhite"
"fx_smokesmallblack"
"fx_smokesmallblack2"
"fx_smokesmallgrey"
"fx_smokesmallgrey2"
"fx_smokesmallwhite"
"fx_smokesmallwhite2"
"fx_snowfall"
"fx_solarsystem"
"fx_spinnennetz"
"fx_spinnennetz_c"
"fx_sppl_rise"
"fx_streetlamp1"
"fx_streetlamp2"
"fx_streetlamp3"
"fx_streetlamp4"
"fx_streetlamp5"
"fx_streetlamp6a"
"fx_streetlamp6b"
"fx_streetlamp7"
"fx_streetlamp8"
"fx_streetlampx"
"fx_test"
"fx_tgun"
"fx_throw_generic"
"fx_tleck"
"fx_trollrock"
"fx_trollrock_c"
"fx_trollrock_i"
"fx_tstrahl"
"fx_tstrahl_i"
"fx_twaterdrops1"
"fx_twaterdrops2"
"fx_twaterdrops3"
"fx_twaterdrops4"
"fx_tw_archimedisstrahl"
"fx_tw_archimedisstrahl_c"
"fx_tw_archimedisstrahl_i"
"fx_tw_cast_l"
"fx_tw_cast_m"
"fx_tw_eiseskaelte"
"fx_tw_eiseskaelte_c"
"fx_tw_eiseskaelte_s"
"fx_tw_energienetz"
"fx_tw_energienetz_c"
"fx_tw_energienetz_s"
"fx_tw_flammenwerfer"
"fx_tw_flammenwerfer_c"
"fx_tw_gluthitze"
"fx_tw_gluthitze_c"
"fx_tw_gluthitze_s"
"fx_tw_kampfaura"
"fx_tw_kampfaura_c"
"fx_tw_levitieren"
"fx_tw_levitieren_c"
"fx_tw_mutieren"
"fx_tw_mutieren_c"
"fx_tw_projektil"
"fx_tw_projektil_c"
"fx_tw_schockpulse"
"fx_tw_schockpulse_c"
"fx_tw_schoepfungsschlag"
"fx_tw_schoepfungsschlag_c"
"fx_tw_tkampfschild"
"fx_tw_tkampfschild_c"
"fx_tw_todesspiesse"
"fx_tw_todesspiesse_c"
"fx_tw_tschock"
"fx_tw_tschock_c"
"fx_viewer_test"
"fx_waterbubbles"
"fx_waterdash"
"fx_waterdrops1"
"fx_waterdrops2"
"fx_waterdrops3"
"fx_waterdrops4"
"fx_waterfall1"
"fx_waterfall2"
"fx_waterfall3"
"fx_waterfall3"
"fx_waterfall4"
"fx_wc_armhitswater1"
"fx_wc_armhitswater2"
"fx_wc_armhitswater3"
"fx_wc_electro_arm"
"fx_wc_elektro_kopf"
"fx_wc_tintenstrahl"
"fx_wc_tintenstrahl_i"
"fx_wc_welle"
"fx_windblownleafs"
"fx_wispblue"
"fx_wispgreen"
"fx_wispred"
"fx_wispwhite"
"fx_worldobject"
"fx_wpn_fire"
"fx_wpn_glow1"
"fx_wpn_glow2"
"fx_wpn_he_magischerschlag"
"fx_wpn_ice"
"fx_wpn_lighting"
"fx_wpn_magic"
"fx_wpn_pickup"
"fx_wpn_poison"
"fx_wpn_shoot1_blue"
"fx_wpn_shoot1_gold"
"fx_wpn_shoot1_green"
"fx_wpn_shoot2_blue"
"fx_wpn_shoot2_gold"
"fx_wpn_shoot2_green"
"fx_wpn_signal"
"fx_wpn_signal_blue"
"fx_wpn_signal_brown"
"fx_wpn_signal_green"
"fx_wpn_signal_grey"
"fx_wpn_signal_red"
"fx_wpn_signal_white"
"fx_wpn_signal_yellow"
"fx_zombie_iceatem_c"
"fx_zombie_pestatem_c"
"fx_zombie_schleimbatzen_c"

 

  • Respect! 1
Link to comment
47 minutes ago, Flix said:

@Lindor  I exported the complete list of coded FX from s2core.dll.  My apologies but I did not filter out ones you already documented, player FX or boss FX.  Nor did I check which ones are purely environmental.  This is basically just an export dump, in the hopes that maybe there's some undiscovered treasures left in there. If not, no big deal.  I'm looking into adding some sounds for a lot of the silent FX.

  Reveal hidden contents

"fx_aliensmoke"
"fx_areafire1"
"fx_arrow"
"fx_arrow_c"
"fx_arrow_fx"
"fx_arrow_i"
"fx_aura_energyleech"
"fx_berserker_footstep"
"fx_berserker_zerfetzen_c"
"fx_blood"
"fx_blooddrops1"
"fx_blooddrops2"
"fx_blooddrops3"
"fx_blooddrops4"
"fx_blood_black"
"fx_blood_blue"
"fx_blood_dust"
"fx_blood_ghost"
"fx_blood_green"
"fx_blue1"
"fx_bluefire"
"fx_bluefire_large"
"fx_BOOST"
"fx_bossgolem_earthquake"
"fx_bossgolem_earthquake2"
"fx_bossgolem_earthquake_c"
"fx_bossgolem_earthquake_i"
"fx_bossgolem_earthsuck"
"fx_bossgolem_energyonhand"
"fx_bossgolem_energytransfer"
"fx_bossgolem_shieldoff"
"fx_bossgolem_shockwave"
"fx_bossgolem_shockwave_c"
"fx_bossgolem_shockwave_i"
"fx_bossgolem_shockwave_shot"
"fx_bossgolem_stonethrow"
"fx_bossgolem_stonethrow_c"
"fx_bossgolem_stonethrow_explode"
"fx_bossgolem_stone_explode2"
"fx_burningskin"
"fx_butterfly"
"fx_candle1"
"fx_candlelight1"
"fx_candlelight1a"
"fx_candlelight1b"
"fx_candlelight1c"
"fx_candlelight1d"
"fx_candlelight1e"
"fx_candlelight1f"
"fx_chest1a"
"fx_chest1b"
"fx_chest1g"
"fx_chest1r"
"fx_chest1w"
"fx_chest2a"
"fx_chest2b"
"fx_chest2g"
"fx_chest2r"
"fx_chest2w"
"fx_chest3a"
"fx_chest3b"
"fx_chest3g"
"fx_chest3r"
"fx_chest3w"
"fx_chest4a"
"fx_chest4b"
"fx_chest4g"
"fx_chest4r"
"fx_chest4w"
"fx_cm_blendungsstah2"
"fx_cm_blendungsstah3"
"fx_cm_blendungsstah4"
"fx_cm_blendungsstahl"
"fx_cm_blitzkette"
"fx_cm_explosion"
"fx_cm_kaelteaura"
"fx_cm_teleport"
"fx_cobold_fumble"
"fx_dangerclass"
"fx_death_bloodskull"
"fx_death_eod_servant1"
"fx_death_eod_servant2"
"fx_death_hellhound"
"fx_defektemaschine1"
"fx_defektemaschine2"
"fx_desertdust"
"fx_dg_feueratem1"
"fx_dg_feueratem2"
"fx_dg_feuerboden"
"fx_dm_beschuetzer"
"fx_dm_beschuetzer_c"
"fx_dm_cast_k"
"fx_dm_cast_l"
"fx_dm_dragonfire"
"fx_dm_dragonfire_c"
"fx_dm_dragonform_fireball"
"fx_dm_eisring"
"fx_dm_eisteppich"
"fx_dm_energiebrand"
"fx_dm_energiebrand_c"
"fx_dm_ewigesfeuer"
"fx_dm_ewigesfeuer_c"
"fx_dm_feuerring"
"fx_dm_feuerteppich"
"fx_dm_gedankenschlag"
"fx_dm_gedankenschlag_c"
"fx_dm_kampftrance"
"fx_dm_kampftrance_c"
"fx_dm_mahlstrom"
"fx_dm_mahlstrom_c"
"fx_dm_morph_berserker"
"fx_dm_morph_berserker_back"
"fx_dm_morph_berserker_c"
"fx_dm_morph_dragon"
"fx_dm_morph_dragon_back"
"fx_dm_morph_dragon_c"
"fx_dm_morph_mount"
"fx_dm_morph_mount_back"
"fx_dm_morph_mount_c"
"fx_dm_schutzrunen"
"fx_dm_schutzrunen_c"
"fx_dm_vertrauer"
"fx_dm_vertrautert_firering"
"fx_dm_vertrauter_c"
"fx_dm_vertrauter_charge"
"fx_dm_wall"
"fx_dm_wall_c"
"fx_dm_windstoss"
"fx_dm_windstoss_c"
"fx_dm_wirbelwind"
"fx_dm_wirbelwind_c"
"fx_dm_zerstoerer_explosion"
"fx_dm_zerstoerer_spawn"
"fx_dot_fire"
"fx_dot_ice"
"fx_dot_magic"
"fx_dot_phys"
"fx_dot_poison"
"fx_dr_bodenspiesse"
"fx_dr_bodenspiesse_c"
"fx_dr_cast_k"
"fx_dr_cast_l"
"fx_dr_cast_m"
"fx_dr_fluchdesverderbens"
"fx_dr_fluchdesverderbens_c"
"fx_dr_handauflegen"
"fx_dr_handauflegen_c"
"fx_dr_krankheit"
"fx_dr_krankheit_c"
"fx_dr_projektilfokus"
"fx_dr_projektilfokus_c"
"fx_dr_quaelen"
"fx_dr_quaelen_c"
"fx_dr_rindenhaut"
"fx_dr_rindenhaut_c"
"fx_dr_sprint"
"fx_dr_sprint_c"
"fx_dr_voodoototem"
"fx_dr_voodoototem_c"
"fx_dr_wacherverstand"
"fx_dr_wacherverstand_c"
"fx_dr_wirbeln"
"fx_dr_wirbeln_c"
"fx_dr_wucherwurzel"
"fx_dr_wucherwurzel_c"
"fx_dr_zombie"
"fx_dr_zombie_c"
"fx_dwarftossing"
"fx_dwarftossing_c"
"fx_dwarftossing_i"
"fx_ee_magic"
"fx_ee_magic_c"
"fx_enemy_blind"
"fx_enemy_cone_t_grunt_c"
"fx_enemy_electricity_shock_c"
"fx_enemy_electricity_shock_i"
"fx_enemy_heal"
"fx_enemy_heal_c"
"fx_enemy_heilschub"
"fx_enemy_heilschub_c"
"fx_enemy_spikeshield_c"
"fx_enemy_tenergy_explosion"
"fx_enemy_tenergy_fireball"
"fx_enemy_tenergy_fireball_c"
"fx_enemy_whit_giftschlag_c"
"fx_enemy_whit_verlangsamen"
"fx_enemy_whit_zerfetzen_c"
"fx_entzuenden"
"fx_entzuenden_c"
"fx_entzuenden_small"
"fx_eye_explosion"
"fx_eye_wirbelwind"
"fx_fallingleafs"
"fx_fallingrocks1"
"fx_fallingrocks2"
"fx_fallingrocks3"
"fx_fallingsand1"
"fx_fallingsand2"
"fx_fd_blitzkette"
"fx_fd_duesenstrahl"
"fx_fd_laser_c"
"fx_fd_laser_i"
"fx_fd_laser_l"
"fx_fd_laser_r"
"fx_fd_sonic"
"fx_fd_sonic_i"
"fx_fd_tschuss_i"
"fx_fd_tschuss_l"
"fx_fd_tschuss_r"
"fx_federnlassen"
"fx_feuerregen"
"fx_fire1"
"fx_fire2"
"fx_firedemon_eruption"
"fx_firedemon_eruption_c"
"fx_firedemon_firebig"
"fx_firedemon_fireesmall"
"fx_firedemon_footstep"
"fx_firedemon_groundhit"
"fx_firedemon_handfire"
"fx_firedemon_lavacrack"
"fx_firedemon_lavacrack_c"
"fx_firedemon_smash"
"fx_firedemon_staff"
"fx_firedemon_teleport"
"fx_firedemon_teleport_c"
"fx_firehorse_footstep"
"fx_flyingbats"
"fx_fm_aufstehen"
"fx_fm_cloud"
"fx_fm_fountain"
"fx_fm_idle1"
"fx_fm_idle2"
"fx_fm_idle3"
"fx_fm_idle4"
"fx_fm_idle5"
"fx_fm_minion"
"fx_footstepdust"
"fx_footstepstones"
"fx_footstepstones_small"
"fx_footstepwater"
"fx_fountain1"
"fx_fountain2"
"fx_fountain2_blood"
"fx_fountain3"
"fx_fountain4"
"fx_fountain5"
"fx_fountain6"
"fx_fountain7"
"fx_fountain7_blood"
"fx_fountain8"
"fx_fountain8_blood"
"fx_fountain9"
"fx_frostkreis"
"fx_frostkreis_c"
"fx_frostschock"
"fx_frostschock_c"
"fx_frostschock_i"
"fx_gen_areaschaden"
"fx_gen_armorset_bad"
"fx_gen_armorset_good"
"fx_gen_berserker"
"fx_gen_blitzkette"
"fx_gen_bluten"
"fx_gen_buff_deakt"
"fx_gen_castblock"
"fx_gen_critical_hit"
"fx_gen_elite"
"fx_gen_feuerwand"
"fx_gen_fireball1"
"fx_gen_fireball1_dragon_i"
"fx_gen_fireball1_i"
"fx_gen_fireball2"
"fx_gen_fireball2_dragon_i"
"fx_gen_fireball2_i"
"fx_gen_fireball3"
"fx_gen_fireball3_dragon_i"
"fx_gen_fireball3_i"
"fx_gen_fireball4"
"fx_gen_fireball4_dragon_i"
"fx_gen_fireball4_i"
"fx_gen_fireball5"
"fx_gen_fireball_dragon1"
"fx_gen_fireball_dragon2"
"fx_gen_fireball_dragon3"
"fx_gen_fireball_dragon4"
"fx_gen_frag"
"fx_gen_frag_black"
"fx_gen_frag_blue"
"fx_gen_frag_crystal"
"fx_gen_frag_dust"
"fx_gen_frag_ghost"
"fx_gen_frag_green"
"fx_gen_frag_p"
"fx_gen_frag_p_armor_g"
"fx_gen_frag_p_armor_s"
"fx_gen_frag_p_black"
"fx_gen_frag_p_blubber"
"fx_gen_frag_p_blue"
"fx_gen_frag_p_crystal"
"fx_gen_frag_p_dust"
"fx_gen_frag_p_eye"
"fx_gen_frag_p_ghost"
"fx_gen_frag_p_green"
"fx_gen_frag_p_scream1"
"fx_gen_frag_p_sparcle"
"fx_gen_frostaura"
"fx_gen_frostring"
"fx_gen_lifeleach"
"fx_gen_manaleach"
"fx_gen_mehr_aw"
"fx_gen_mehr_vw"
"fx_gen_mirror_arrow"
"fx_gen_mirror_magic"
"fx_gen_missile1"
"fx_gen_missile2"
"fx_gen_missile3"
"fx_gen_missile4"
"fx_gen_nova1"
"fx_gen_nova2"
"fx_gen_nova3"
"fx_gen_nova4"
"fx_gen_ohnmacht"
"fx_gen_root"
"fx_gen_schrumpfkopf_hit"
"fx_gen_schwaechung"
"fx_gen_slowdown"
"fx_gen_spawn1"
"fx_gen_spawn1_i"
"fx_gen_spawn2"
"fx_gen_spawn2_i"
"fx_gen_spawn3"
"fx_gen_spawn3_i"
"fx_gen_spawn4"
"fx_gen_spawn4_i"
"fx_gen_speedup"
"fx_gen_stomp"
"fx_gen_stun"
"fx_gen_summon"
"fx_gen_summon_pre"
"fx_gen_teleport"
"fx_gen_tmutate"
"fx_gen_totem"
"fx_gen_tprison"
"fx_gen_transform"
"fx_gen_trap1"
"fx_gen_trap1_i"
"fx_gen_trap2"
"fx_gen_trap2_i"
"fx_gen_trap3"
"fx_gen_trap3_i"
"fx_gen_trap4"
"fx_gen_trap4_i"
"fx_gen_trap5"
"fx_gen_trap5_i"
"fx_gen_trap6"
"fx_gen_trap6_i"
"fx_gen_trap7"
"fx_gen_trap7_i"
"fx_gen_trap8"
"fx_gen_trap8_i"
"fx_gen_trap_f"
"fx_gen_unsichtbar"
"fx_gen_unverwundbar"
"fx_gen_weniger_heilung"
"fx_gen_wind"
"fx_geyser_steam1"
"fx_geyser_steam2"
"fx_geyser_steam3"
"fx_geyser_water1"
"fx_geyser_water2"
"fx_geyser_water3"
"fx_ghostheart"
"fx_ghostreanimation"
"fx_ghostreanimation_c"
"fx_ghostscream"
"fx_ghostscream_c"
"fx_ghostscream_i"
"fx_ghostshock"
"fx_ghostshock2"
"fx_ghostshock2_c"
"fx_ghostshock_c"
"fx_ghosttelekinesis"
"fx_ghosttelekinesis_c"
"fx_ghosttelekinesis_i"
"fx_ghoul_blocken_c"
"fx_giftfontaine_c"
"fx_giftspritzen"
"fx_giftspritzen_i"
"fx_glow1"
"fx_glow3"
"fx_glowingchrystal1"
"fx_glowingchrystal2"
"fx_glowingchrystal3"
"fx_glowingchrystal4"
"fx_glowingchrystal5"
"fx_glowingchrystal6"
"fx_glowingmushroom1"
"fx_glowingmushroom2"
"fx_glowingmushroom3"
"fx_glowingmushroom4"
"fx_glowingmushroom5"
"fx_glowingmushroom6"
"fx_gluehendeasche"
"fx_golem_handfog_r"
"fx_greenfire"
"fx_groundfogblue"
"fx_groundfoggreen"
"fx_groundfoggrey"
"fx_groundfogred"
"fx_gs_daemon"
"fx_gs_daemon_c"
"fx_gs_daemon_i"
"fx_gs_drohnen"
"fx_gs_drohnen_c"
"fx_gs_erhellen"
"fx_gs_erhellen2"
"fx_gs_erhellen_c"
"fx_gs_erhellen_i"
"fx_gs_kriegsrausch_c"
"fx_gs_lebenskraft"
"fx_gs_lebenskraft_c"
"fx_gs_schutzschild"
"fx_gs_schutzschild_c"
"fx_hand_glow"
"fx_heal"
"fx_heal_c"
"fx_hemnt_atem"
"fx_hemnt_glitzern"
"fx_he_bannkreis"
"fx_he_bannkreis_c"
"fx_he_cast_k"
"fx_he_cast_l"
"fx_he_cast_m"
"fx_he_eissplitter"
"fx_he_eissplitter_c"
"fx_he_energieblitz"
"fx_he_energieblitz_c"
"fx_he_energieblitz_i"
"fx_he_fd_feuerball"
"fx_he_fd_feuerball_c"
"fx_he_feuerball"
"fx_he_feuerball_c"
"fx_he_feuerball_i"
"fx_he_feuerdaemon"
"fx_he_feuerdaemon_c"
"fx_he_feuerhaut"
"fx_he_feuerhaut_c"
"fx_he_feuersturm"
"fx_he_feuersturm_c"
"fx_he_feuersturm_s"
"fx_he_frostschlag"
"fx_he_frostschlag_c"
"fx_he_frostschlag_i"
"fx_he_kristallhaut"
"fx_he_kristallhaut_c"
"fx_he_kristallhaut_p"
"fx_he_magischerschlag"
"fx_he_magischerschlag_c"
"fx_he_meteor"
"fx_he_meteor_c"
"fx_he_meteor_i"
"fx_he_meteor_i2"
"fx_he_meteor_p"
"fx_he_nebelform"
"fx_he_nebelform_c"
"fx_he_regenerationskraft"
"fx_he_regenerationskraft_c"
"fx_he_schneesturm"
"fx_he_schneesturm_c"
"fx_he_teleport"
"fx_he_teleport_c"
"fx_hologram"
"fx_hologram_ray"
"fx_horse_ramming"
"fx_inq_cast_k"
"fx_inq_cast_l"
"fx_inq_cast_m"
"fx_inq_doppelgaenger"
"fx_inq_doppelgaenger_c"
"fx_inq_eifer"
"fx_inq_eifer_c"
"fx_inq_entsetzen"
"fx_inq_entsetzen_c"
"fx_inq_faecherblitz"
"fx_inq_faecherblitz_c"
"fx_inq_kasteiung"
"fx_inq_kasteiung_c"
"fx_inq_machtsog"
"fx_inq_machtsog_c"
"fx_inq_machtstoss"
"fx_inq_machtstoss_c"
"fx_inq_pranger"
"fx_inq_pranger_c"
"fx_inq_schaendung"
"fx_inq_schaendung2"
"fx_inq_schaendung_c"
"fx_inq_schaendung_p"
"fx_inq_seelenfaenger"
"fx_inq_seelenfaenger_c"
"fx_inq_seelenfaenger_s"
"fx_inq_seelenraub"
"fx_inq_seelenraub_c"
"fx_inq_vergeltung"
"fx_inq_vergeltung_c"
"fx_inq_versklavung"
"fx_inq_versklavung_c"
"fx_irrlicht"
"fx_kehlenreisser"
"fx_klauenangriff"
"fx_landslide"
"fx_landslide2"
"fx_landslide_c"
"fx_landslide_i"
"fx_lava1"
"fx_lava2"
"fx_lavaburst1"
"fx_lavaburst2"
"fx_lavafall1"
"fx_lavafall2"
"fx_lavafall3"
"fx_lavafall4"
"fx_leafflush"
"fx_levelup"
"fx_lifeleech"
"fx_lifeleech_c"
"fx_lifeleech_i"
"fx_lightsabre1"
"fx_lightsabre2"
"fx_lightsabre3"
"fx_lightsabre4"
"fx_magiclight"
"fx_magischesversteck1"
"fx_magischesversteck2"
"fx_magischesversteck3"
"fx_max"
"fx_minion_range"
"fx_mm_aktivstrahl"
"fx_mm_schild"
"fx_mm_schockwelle"
"fx_mm_spruehen"
"fx_mm_stampfen"
"fx_ofen"
"fx_oilfire1"
"fx_oilfire2"
"fx_oilfire3"
"fx_pestbeule1"
"fx_pestbeule_c"
"fx_pestbeule_i"
"fx_ph_dragonfire"
"fx_ph_meteor_i"
"fx_ph_meteor_p"
"fx_ph_pull"
"fx_ph_shield"
"fx_ph_shield_ray_a"
"fx_ph_shield_ray_b"
"fx_portal1"
"fx_portal2"
"fx_psycholight1"
"fx_pusteblume"
"fx_qfx_blitzvomhimmel"
"fx_qfx_cast"
"fx_qfx_dreckigeswasser"
"fx_qfx_eiterblase"
"fx_qfx_fliegenschwarm"
"fx_qfx_gruenerdunst"
"fx_qfx_hexentopf"
"fx_qfx_pfuetze"
"fx_qfx_respawnstone"
"fx_qfx_schleimblase"
"fx_qfx_seragate"
"fx_qfx_vergifteter_brunnen"
"fx_qfx_wasserfall"
"fx_reagenzglas"
"fx_runningbugs"
"fx_sandpeople_schlachtschrei"
"fx_sandpeople_schlachtschrei_c"
"fx_sculpting"
"fx_sc_burningdead"
"fx_sc_dreckwolke"
"fx_sc_footstep"
"fx_sc_schild"
"fx_sc_stachel"
"fx_sera_mystique"
"fx_se_beeeffgee"
"fx_se_beeeffgee_c"
"fx_se_befluegeln"
"fx_se_befluegeln_c"
"fx_se_bekehrung"
"fx_se_bekehrung_c"
"fx_se_blitz"
"fx_se_blitz_c"
"fx_se_blitz_i"
"fx_se_cast_k"
"fx_se_cast_l"
"fx_se_cast_m"
"fx_se_energieschild"
"fx_se_energieschild_c"
"fx_se_heilen"
"fx_se_heilen_c"
"fx_se_kampfhaltung"
"fx_se_kampfhaltung_c"
"fx_se_lichtaura"
"fx_se_lichtaura_c"
"fx_se_lichtsaeule"
"fx_se_lichtsaeule_c"
"fx_se_notschild"
"fx_se_notschild_c"
"fx_se_schockwelle"
"fx_se_schockwelle_c"
"fx_se_schwertfeuer"
"fx_se_schwertfeuer_c"
"fx_simplelight1"
"fx_simplelight2"
"fx_simplelight3"
"fx_simplelight4"
"fx_skeletonfear"
"fx_skeletonfear_c"
"fx_skeletonheal"
"fx_skeleton_arrowtrail"
"fx_skeleton_arrowtrail_i"
"fx_skeleton_fireball"
"fx_skeleton_fireball_c"
"fx_skeleton_fireball_i"
"fx_skeleton_fireshield"
"fx_skeleton_fireshield_c"
"fx_skeleton_frostshield"
"fx_skeleton_poisonshield"
"fx_skeleton_root"
"fx_skeleton_root_c"
"fx_skel_staff"
"fx_sk_cast_k"
"fx_sk_cast_l"
"fx_sk_cast_m"
"fx_sk_geisterhand"
"fx_sk_geisterhand_c"
"fx_sk_geistform"
"fx_sk_geistform_c"
"fx_sk_geistform_nospec"
"fx_sk_kampfbefehl"
"fx_sk_kampfbefehl_c"
"fx_sk_kampfbefehl_s"
"fx_sk_kampfrausch"
"fx_sk_kampfrausch_c"
"fx_sk_kampfrausch_s"
"fx_sk_kampfruf"
"fx_sk_kampfruf_c"
"fx_sk_kohorte"
"fx_sk_kohorte_c"
"fx_sk_kohorte_i"
"fx_sk_kohorte_i2"
"fx_sk_kohorte_skeletonglow"
"fx_sk_provozieren"
"fx_sk_provozieren_c"
"fx_sk_standarte"
"fx_sk_standarte_c"
"fx_sk_todeskaelte"
"fx_sk_todeskaelte_c"
"fx_sk_todeskaelte_s"
"fx_sk_umlenkung"
"fx_sk_umlenkung_c"
"fx_sk_unterstuetzung"
"fx_sk_unterstuetzung_c"
"fx_sk_unterstuetzung_s"
"fx_sk_willensstaerke"
"fx_sk_willensstaerke_c"
"fx_smokebigblack"
"fx_smokebiggrey"
"fx_smokebigwhite"
"fx_smokemediumblack"
"fx_smokemediumgrey"
"fx_smokemediumwhite"
"fx_smokesmallblack"
"fx_smokesmallblack2"
"fx_smokesmallgrey"
"fx_smokesmallgrey2"
"fx_smokesmallwhite"
"fx_smokesmallwhite2"
"fx_snowfall"
"fx_solarsystem"
"fx_spinnennetz"
"fx_spinnennetz_c"
"fx_sppl_rise"
"fx_streetlamp1"
"fx_streetlamp2"
"fx_streetlamp3"
"fx_streetlamp4"
"fx_streetlamp5"
"fx_streetlamp6a"
"fx_streetlamp6b"
"fx_streetlamp7"
"fx_streetlamp8"
"fx_streetlampx"
"fx_test"
"fx_tgun"
"fx_throw_generic"
"fx_tleck"
"fx_trollrock"
"fx_trollrock_c"
"fx_trollrock_i"
"fx_tstrahl"
"fx_tstrahl_i"
"fx_twaterdrops1"
"fx_twaterdrops2"
"fx_twaterdrops3"
"fx_twaterdrops4"
"fx_tw_archimedisstrahl"
"fx_tw_archimedisstrahl_c"
"fx_tw_archimedisstrahl_i"
"fx_tw_cast_l"
"fx_tw_cast_m"
"fx_tw_eiseskaelte"
"fx_tw_eiseskaelte_c"
"fx_tw_eiseskaelte_s"
"fx_tw_energienetz"
"fx_tw_energienetz_c"
"fx_tw_energienetz_s"
"fx_tw_flammenwerfer"
"fx_tw_flammenwerfer_c"
"fx_tw_gluthitze"
"fx_tw_gluthitze_c"
"fx_tw_gluthitze_s"
"fx_tw_kampfaura"
"fx_tw_kampfaura_c"
"fx_tw_levitieren"
"fx_tw_levitieren_c"
"fx_tw_mutieren"
"fx_tw_mutieren_c"
"fx_tw_projektil"
"fx_tw_projektil_c"
"fx_tw_schockpulse"
"fx_tw_schockpulse_c"
"fx_tw_schoepfungsschlag"
"fx_tw_schoepfungsschlag_c"
"fx_tw_tkampfschild"
"fx_tw_tkampfschild_c"
"fx_tw_todesspiesse"
"fx_tw_todesspiesse_c"
"fx_tw_tschock"
"fx_tw_tschock_c"
"fx_viewer_test"
"fx_waterbubbles"
"fx_waterdash"
"fx_waterdrops1"
"fx_waterdrops2"
"fx_waterdrops3"
"fx_waterdrops4"
"fx_waterfall1"
"fx_waterfall2"
"fx_waterfall3"
"fx_waterfall3"
"fx_waterfall4"
"fx_wc_armhitswater1"
"fx_wc_armhitswater2"
"fx_wc_armhitswater3"
"fx_wc_electro_arm"
"fx_wc_elektro_kopf"
"fx_wc_tintenstrahl"
"fx_wc_tintenstrahl_i"
"fx_wc_welle"
"fx_windblownleafs"
"fx_wispblue"
"fx_wispgreen"
"fx_wispred"
"fx_wispwhite"
"fx_worldobject"
"fx_wpn_fire"
"fx_wpn_glow1"
"fx_wpn_glow2"
"fx_wpn_he_magischerschlag"
"fx_wpn_ice"
"fx_wpn_lighting"
"fx_wpn_magic"
"fx_wpn_pickup"
"fx_wpn_poison"
"fx_wpn_shoot1_blue"
"fx_wpn_shoot1_gold"
"fx_wpn_shoot1_green"
"fx_wpn_shoot2_blue"
"fx_wpn_shoot2_gold"
"fx_wpn_shoot2_green"
"fx_wpn_signal"
"fx_wpn_signal_blue"
"fx_wpn_signal_brown"
"fx_wpn_signal_green"
"fx_wpn_signal_grey"
"fx_wpn_signal_red"
"fx_wpn_signal_white"
"fx_wpn_signal_yellow"
"fx_zombie_iceatem_c"
"fx_zombie_pestatem_c"
"fx_zombie_schleimbatzen_c"

 

This is amazing!

These are not all fx existing though. I know there is FX_GHOST which is actually what I was searching for in the Cool FX topic. I discovered that shortly after I thought I had discovered the FX with FX_SKELETONFEAR, but it just looks pretty similar. FX_GHOST is not meant to be cast upon a player and immediately crashes the game if attempted to do so.

51 minutes ago, Flix said:

My apologies but I did not filter out ones you already documented, player FX or boss FX.

No problem, I can do that.

52 minutes ago, Flix said:

I'm looking into adding some sounds for a lot of the silent FX.

Imma look for SFX then. Or, well, hear.

 

I can't promise that I find the time this weekend, but this surely hypes me enough to make me continue working on the FX list:agreed:

Link to comment

I wrote programs to extract usable information from the FX list, the questscripts.txt FX list and Bens FX list. Which I should not have done since I have lots of other things to do, honestly, but well, you know...:sigh:

I filtered out boss and hero FX manually first, then did my lua magic:

  1. FX which are listed in the FX list, but not in Bens list nor the questscripts.txt list:
    Spoiler

    FX_ENEMY_T_CONE_STONE_ATTACH_C
    FX_FALLINGSAND3
    FX_GEN_CASTBLOCKL
    FX_GHOSTTELEKINESE_C
    FX_SIMPLELIGHT

     

  2. FX which are listed in either Bens list or in questscripts.txt list or in both, but not in the FX list:

    Spoiler

    FX_ARROW_C
    FX_ARROW_FX
    FX_ARROW_I
    FX_BERSERKER_FOOTSTEP
    FX_BLOODDROPS2
    FX_BLOODDROPS3
    FX_BLOODDROPS4
    FX_BLOOD_BLACK
    FX_BLOOD_BLUE
    FX_BLOOD_DUST
    FX_BLOOD_GHOST
    FX_BLOOD_GREEN
    FX_BLUEFIRE
    FX_BLUEFIRE_LARGE
    FX_BURNINGSKIN
    FX_BUTTERFLY
    FX_CANDLE1
    FX_CANDLELIGHT1
    FX_CANDLELIGHT1A
    FX_CANDLELIGHT1B
    FX_CANDLELIGHT1C
    FX_CANDLELIGHT1D
    FX_CANDLELIGHT1E
    FX_CANDLELIGHT1F
    FX_CHEST1A
    FX_CHEST1B
    FX_CHEST1G
    FX_CHEST1R
    FX_CHEST1W
    FX_CHEST2A
    FX_CHEST2B
    FX_CHEST2G
    FX_CHEST2R
    FX_CHEST2W
    FX_CHEST3A
    FX_CHEST3B
    FX_CHEST3G
    FX_CHEST3R
    FX_CHEST3W
    FX_CHEST4A
    FX_CHEST4B
    FX_CHEST4G
    FX_CHEST4R
    FX_CHEST4W
    FX_DANGERCLASS
    FX_DEATH_HELLHOUND
    FX_DEFEKTEMASCHINE1
    FX_DEFEKTEMASCHINE2
    FX_DWARFTOSSING
    FX_DWARFTOSSING_C
    FX_DWARFTOSSING_I
    FX_ENEMY_CONE_T_GRUNT_C
    FX_ENEMY_ELECTRICITY_SHOCK_C
    FX_ENEMY_ELECTRICITY_SHOCK_I
    FX_ENEMY_HEILSCHUB
    FX_ENEMY_HEILSCHUB_C
    FX_ENEMY_TENERGY_FIREBALL
    FX_ENEMY_TENERGY_FIREBALL_C
    FX_ENEMY_WHIT_GIFTSCHLAG_C
    FX_ENTZUENDEN_SMALL
    FX_FALLINGLEAFS
    FX_FALLINGROCKS1
    FX_FALLINGROCKS2
    FX_FALLINGROCKS3
    FX_FALLINGSAND1
    FX_FIRE2
    FX_FIREHORSE_FOOTSTEP
    FX_FOOTSTEPDUST
    FX_FOOTSTEPSTONES
    FX_FOOTSTEPSTONES_SMALL
    FX_FOOTSTEPWATER
    FX_FROSTKREIS
    FX_FROSTSCHOCK
    FX_FROSTSCHOCK_I
    FX_GEN_ARMORSET_BAD
    FX_GEN_ARMORSET_GOOD
    FX_GEN_BLITZKETTE
    FX_GEN_CASTBLOCK
    FX_GEN_ELITE
    FX_GEN_FEUERWAND
    FX_GEN_FIREBALL1_DRAGON_I
    FX_GEN_FIREBALL1_I
    FX_GEN_FIREBALL2_DRAGON_I
    FX_GEN_FIREBALL2_I
    FX_GEN_FIREBALL3_DRAGON_I
    FX_GEN_FIREBALL3_I
    FX_GEN_FIREBALL4_DRAGON_I
    FX_GEN_FIREBALL4_I
    FX_GEN_FIREBALL5
    FX_GEN_FRAG_BLUE
    FX_GEN_FRAG_CRYSTAL
    FX_GEN_FRAG_P_ARMOR_G
    FX_GEN_FRAG_P_ARMOR_S
    FX_GEN_FRAG_P_BLACK
    FX_GEN_FRAG_P_BLUBBER
    FX_GEN_FRAG_P_BLUE
    FX_GEN_FRAG_P_CRYSTAL
    FX_GEN_FRAG_P_DUST
    FX_GEN_FRAG_P_EYE
    FX_GEN_FRAG_P_GHOST
    FX_GEN_FRAG_P_GREEN
    FX_GEN_FRAG_P_SCREAM1
    FX_GEN_FRAG_P_SPARCLE
    FX_GEN_SCHRUMPFKOPF_HIT
    FX_GEN_SUMMON
    FX_GEN_SUMMON_PRE
    FX_GEN_TELEPORT
    FX_GEN_TRAP_F
    FX_GEN_UNSICHTBAR
    FX_GEN_UNVERWUNDBAR
    FX_GEN_WIND
    FX_GEYSER_STEAM1
    FX_GEYSER_STEAM2
    FX_GEYSER_STEAM3
    FX_GHOSTHEART
    FX_GHOSTREANIMATION
    FX_GHOSTREANIMATION_C
    FX_GHOSTSCREAM
    FX_GHOSTSCREAM_I
    FX_GHOSTTELEKINESIS
    FX_GHOSTTELEKINESIS_C
    FX_GHOSTTELEKINESIS_I
    FX_GHOUL_BLOCKEN_C
    FX_GLOW1
    FX_GLOW3
    FX_GLOWINGCHRYSTAL1
    FX_GLOWINGCHRYSTAL2
    FX_GLOWINGCHRYSTAL3
    FX_GLOWINGCHRYSTAL4
    FX_GLOWINGCHRYSTAL5
    FX_GLOWINGCHRYSTAL6
    FX_GLOWINGMUSHROOM1
    FX_GLOWINGMUSHROOM2
    FX_GLOWINGMUSHROOM3
    FX_GLOWINGMUSHROOM4
    FX_GLOWINGMUSHROOM5
    FX_GLOWINGMUSHROOM6
    FX_GREENFIRE
    FX_HAND_GLOW
    FX_HEMNT_ATEM
    FX_HEMNT_GLITZERN
    FX_HOLOGRAM
    FX_HOLOGRAM_RAY
    FX_INVALID
    FX_IRRLICHT
    FX_LANDSLIDE2
    FX_LANDSLIDE_C
    FX_LANDSLIDE_I
    FX_LAVA2
    FX_LAVABURST1
    FX_LAVABURST2
    FX_LAVAFALL3
    FX_LAVAFALL4
    FX_LIFELEECH_I
    FX_LIGHTSABRE1
    FX_LIGHTSABRE2
    FX_LIGHTSABRE3
    FX_LIGHTSABRE4
    FX_MAGISCHESVERSTECK1
    FX_MAGISCHESVERSTECK2
    FX_MAGISCHESVERSTECK3
    FX_MAX
    FX_MINION_RANGE
    FX_OFEN
    FX_PESTBEULE_I
    FX_PSYCHOLIGHT1
    FX_QFX_BLITZVOMHIMMEL
    FX_QFX_EITERBLASE
    FX_QFX_GRUENERDUNST
    FX_QFX_HEXENTOPF
    FX_QFX_PFUETZE
    FX_QFX_RESPAWNSTONE
    FX_QFX_SCHLEIMBLASE
    FX_QFX_SERAGATE
    FX_QFX_VERGIFTETER_BRUNNEN
    FX_QFX_WASSERFALL
    FX_SERA_MYSTIQUE
    FX_SKELETONFEAR_C
    FX_SKELETON_ARROWTRAIL
    FX_SKELETON_ARROWTRAIL_I
    FX_SKELETON_FIREBALL
    FX_SKELETON_FIREBALL_C
    FX_SKELETON_FIREBALL_I
    FX_SKELETON_FIRESHIELD_C
    FX_SKEL_STAFF
    FX_SMOKEBIGWHITE
    FX_SNOWFALL
    FX_STREETLAMP1
    FX_STREETLAMP2
    FX_STREETLAMP3
    FX_STREETLAMP4
    FX_STREETLAMP5
    FX_STREETLAMP6A
    FX_STREETLAMP6B
    FX_STREETLAMP7
    FX_STREETLAMP8
    FX_STREETLAMPX
    FX_SUMMON
    FX_TGUN
    FX_THROW_GENERIC
    FX_TROLLROCK
    FX_TWATERDROPS1
    FX_TWATERDROPS2
    FX_TWATERDROPS3
    FX_TWATERDROPS4
    FX_VIEWER_TEST
    FX_WATERDROPS2
    FX_WATERDROPS3
    FX_WATERDROPS4
    FX_WATERFALL3
    FX_WATERFALL3
    FX_WATERFALL4
    FX_WISPBLUE
    FX_WISPGREEN
    FX_WISPRED
    FX_WISPWHITE
    FX_WORLDOBJECT
    FX_WPN_FIRE
    FX_WPN_GLOW1
    FX_WPN_GLOW2
    FX_WPN_ICE
    FX_WPN_LIGHTING
    FX_WPN_MAGIC
    FX_WPN_PICKUP
    FX_WPN_POISON
    FX_WPN_SHOOT1_GREEN
    FX_WPN_SHOOT2_GREEN
    FX_WPN_SIGNAL_BLUE
    FX_WPN_SIGNAL_BROWN
    FX_WPN_SIGNAL_GREEN
    FX_WPN_SIGNAL_GREY
    FX_WPN_SIGNAL_RED
    FX_WPN_SIGNAL_WHITE
    FX_WPN_SIGNAL_YELLOW

    Small human error is expected, but that should lead to additional FX being present in one of those lists and not in FX gone missing.

 

Edited by Lindor
Reason: read below
  • Like! 1
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I don't understand the code all that well, but I think my exported list are those effects that have usable text strings, that is, text that can be typed into scripts.  If I guess right, those FX not in my list might not work or may even crash the game.

I also found a Blood FX list:

Spoiler

"BLOODFX_NONE"
"BLOODFX_RED"
"BLOODFX_GREEN"
"BLOODFX_BLUE"
"BLOODFX_BLACK"
"BLOODFX_DUST"
"BLOODFX_GHOST"
"BLOODFX_RANDOM"
"BLOODFX_TENERGY"
"BLOODFX_CRYSTAL"
"BLOODFX_ARMOR_S"
"BLOODFX_ARMOR_G"
"BLOODFX_EYE"
"BLOODFX_BLUBBER"
"BLOODFX_SCREAM1"
"BLOODFX_SPARCLE"
"BLOODFX_PHOENIX"
"BLOODFX_MAX"

Seems EYE and TENERGY are not used anywhere, but have interesting fx.  EYE makes the enemy explode into a dozen big eyeballs (Abishai maybe?) and TENERGY has some spectacular blue explosions on hit and on death. I'm thinking about using for Facetelleon and Lithos enemies in EE.

MAX looks like RED to me, while SCREAM1 and RANDOM didn't seem to do anything.

  • Like! 1
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30 minutes ago, Flix said:

I also found a Blood FX list:

Very cool! I was looking for the ice crystal region icy death skull FX actually, based on your findings I think I'm gonna test some guesses, like BLOODFX_ICE or BLOODFX_SKULL or smth like that.

30 minutes ago, Flix said:

Facetelleon

He could really use some better FX and attack animations imho. Also always found it wierd that, like octagolamus, his bodyparts dropped are targetable but uncollectible items, but I guess not making them targetable, not showing item icons when hovering over them and removing the sound triggering by them from the collect all event requires codesided modifications sadly.

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As expected, I found some human error in the manual filtering. I redid it and took notes this time on what I filtered out for more transparency. The post with the extracted data has been updated.

Here's what I considereed Boss FX:

Spoiler

FX_BOSSGOLEM_EARTHQUAKE
FX_BOSSGOLEM_EARTHQUAKE_C
FX_BOSSGOLEM_EARTHQUAKE_I
FX_BOSSGOLEM_EARTHQUAKE2
FX_BOSSGOLEM_EARTHSUCK
FX_BOSSGOLEM_ENERGYONHAND
FX_BOSSGOLEM_ENERGYTRANSFER
FX_BOSSGOLEM_SHIELDOFF
FX_BOSSGOLEM_SHOCKWAVE
FX_BOSSGOLEM_SHOCKWAVE_C
FX_BOSSGOLEM_SHOCKWAVE_I
FX_BOSSGOLEM_SHOCKWAVE_SHOT
FX_BOSSGOLEM_STONE_EXPLODE2
FX_BOSSGOLEM_STONETHROW
FX_BOSSGOLEM_STONETHROW_C
FX_BOSSGOLEM_STONETHROW_EXPLODE
FX_CM_BLENDUNGSSTAH2
FX_CM_BLENDUNGSSTAH3
FX_CM_BLENDUNGSSTAH4
FX_CM_BLENDUNGSSTAHL
FX_CM_BLITZKETTE
FX_CM_EXPLOSION
FX_CM_KAELTEAURA
FX_CM_TELEPORT
FX_DG_FEUERATEM1
FX_DG_FEUERATEM2
FX_DG_FEUERBODEN
FX_EYE_EXPLOSION
FX_EYE_WIRBELWIND
FX_FD_BLITZKETTE
FX_FD_DUESENSTRAHL
FX_FD_LASER_C
FX_FD_LASER_I
FX_FD_LASER_L
FX_FD_LASER_R
FX_FD_SONIC
FX_FD_SONIC_I
FX_FD_TSCHUSS_I
FX_FD_TSCHUSS_L
FX_FD_TSCHUSS_R
FX_FIREDEMON_ERUPTION
FX_FIREDEMON_ERUPTION_C
FX_FIREDEMON_FIREBIG
FX_FIREDEMON_FIREESMALL
FX_FIREDEMON_FOOTSTEP
FX_FIREDEMON_GROUNDHIT
FX_FIREDEMON_HANDFIRE
FX_FIREDEMON_LAVACRACK
FX_FIREDEMON_LAVACRACK_C
FX_FIREDEMON_SMASH
FX_FIREDEMON_STAFF
FX_FIREDEMON_TELEPORT
FX_FIREDEMON_TELEPORT_C
FX_FM_AUFSTEHEN
FX_FM_CLOUD
FX_FM_FOUNTAIN
FX_FM_IDLE1
FX_FM_IDLE2
FX_FM_IDLE3
FX_FM_IDLE4
FX_FM_IDLE5
FX_FM_MINION
FX_GOLEM_HANDFOG_R
FX_MM_AKTIVSTRAHL
FX_MM_SCHILD
FX_MM_SCHOCKWELLE
FX_MM_SPRUEHEN
FX_MM_STAMPFEN
FX_PH_DRAGONFIRE
FX_PH_METEOR_I
FX_PH_METEOR_P
FX_PH_PULL
FX_PH_SHIELD
FX_PH_SHIELD_RAY_A
FX_PH_SHIELD_RAY_B
FX_WC_ARMHITSWATER1
FX_WC_ARMHITSWATER2
FX_WC_ARMHITSWATER3
FX_WC_ELECTRO_ARM
FX_WC_ELEKTRO_KOPF
FX_WC_TINTENSTRAHL
FX_WC_TINTENSTRAHL_I
FX_WC_WELLE
FX_SC_BURNINGDEAD
FX_SC_DRECKWOLKE
FX_SC_FOOTSTEP
FX_SC_SCHILD
FX_SC_STACHEL
FX_EE_MAGIC
FX_EE_MAGIC_C

And these Hero FX:

Spoiler

FX_DM_BESCHUETZER
FX_DM_BESCHUETZER_C
FX_DM_CAST_K
FX_DM_CAST_L
FX_DM_DRAGONFIRE
FX_DM_DRAGONFIRE_C
FX_DM_DRAGONFORM_FIREBALL
FX_DM_EISRING
FX_DM_EISTEPPICH
FX_DM_ENERGIEBRAND
FX_DM_ENERGIEBRAND_C
FX_DM_EWIGESFEUER
FX_DM_EWIGESFEUER_C
FX_DM_FEUERRING
FX_DM_FEUERTEPPICH
FX_DM_GEDANKENSCHLAG
FX_DM_GEDANKENSCHLAG_C
FX_DM_KAMPFTRANCE
FX_DM_KAMPFTRANCE_C
FX_DM_MAHLSTROM
FX_DM_MAHLSTROM_C
FX_DM_MORPH_BERSERKER
FX_DM_MORPH_BERSERKER_BACK
FX_DM_MORPH_BERSERKER_C
FX_DM_MORPH_DRAGON
FX_DM_MORPH_DRAGON_BACK
FX_DM_MORPH_DRAGON_C
FX_DM_MORPH_MOUNT
FX_DM_MORPH_MOUNT_BACK
FX_DM_MORPH_MOUNT_C
FX_DM_SCHUTZRUNEN
FX_DM_SCHUTZRUNEN_C
FX_DM_VERTRAUER
FX_DM_VERTRAUTER_C
FX_DM_VERTRAUTER_CHARGE
FX_DM_VERTRAUTERT_FIRERING
FX_DM_WALL
FX_DM_WALL_C
FX_DM_WINDSTOSS
FX_DM_WINDSTOSS_C
FX_DM_WIRBELWIND
FX_DM_WIRBELWIND_C
FX_DM_ZERSTOERER_EXPLOSION
FX_DM_ZERSTOERER_SPAWN
FX_DR_BODENSPIESSE
FX_DR_BODENSPIESSE_C
FX_DR_CAST_K
FX_DR_CAST_L
FX_DR_CAST_M
FX_DR_FLUCHDESVERDERBENS
FX_DR_FLUCHDESVERDERBENS_C
FX_DR_HANDAUFLEGEN
FX_DR_HANDAUFLEGEN_C
FX_DR_KRANKHEIT
FX_DR_KRANKHEIT_C
FX_DR_PROJEKTILFOKUS
FX_DR_PROJEKTILFOKUS_C
FX_DR_QUAELEN
FX_DR_QUAELEN_C
FX_DR_RINDENHAUT
FX_DR_RINDENHAUT_C
FX_DR_SPRINT
FX_DR_SPRINT_C
FX_DR_VOODOOTOTEM
FX_DR_VOODOOTOTEM_C
FX_DR_WACHERVERSTAND
FX_DR_WACHERVERSTAND_C
FX_DR_WIRBELN
FX_DR_WIRBELN_C
FX_DR_WUCHERWURZEL
FX_DR_WUCHERWURZEL_C
FX_DR_ZOMBIE
FX_DR_ZOMBIE_C
FX_GS_DAEMON
FX_GS_DAEMON_C
FX_GS_DAEMON_I
FX_GS_DROHNEN
FX_GS_DROHNEN_C
FX_GS_ERHELLEN
FX_GS_ERHELLEN_C
FX_GS_ERHELLEN_I
FX_GS_ERHELLEN2
FX_GS_KRIEGSRAUSCH_C
FX_GS_LEBENSKRAFT
FX_GS_LEBENSKRAFT_C
FX_GS_SCHUTZSCHILD
FX_GS_SCHUTZSCHILD_C
FX_HE_BANNKREIS
FX_HE_BANNKREIS_C
FX_HE_CAST_K
FX_HE_CAST_L
FX_HE_CAST_M
FX_HE_EISSPLITTER
FX_HE_EISSPLITTER_C
FX_HE_ENERGIEBLITZ
FX_HE_ENERGIEBLITZ_C
FX_HE_ENERGIEBLITZ_I
FX_HE_FD_FEUERBALL
FX_HE_FD_FEUERBALL_C
FX_HE_FEUERBALL
FX_HE_FEUERBALL_C
FX_HE_FEUERBALL_I
FX_HE_FEUERDAEMON
FX_HE_FEUERDAEMON_C
FX_HE_FEUERHAUT
FX_HE_FEUERHAUT_C
FX_HE_FEUERSTURM
FX_HE_FEUERSTURM_C
FX_HE_FEUERSTURM_S
FX_HE_FROSTSCHLAG
FX_HE_FROSTSCHLAG_C
FX_HE_FROSTSCHLAG_I
FX_HE_KRISTALLHAUT
FX_HE_KRISTALLHAUT_C
FX_HE_KRISTALLHAUT_P
FX_HE_MAGISCHERSCHLAG
FX_HE_MAGISCHERSCHLAG_C
FX_HE_METEOR
FX_HE_METEOR_C
FX_HE_METEOR_I
FX_HE_METEOR_I2
FX_HE_METEOR_P
FX_HE_NEBELFORM
FX_HE_NEBELFORM_C
FX_HE_REGENERATIONSKRAFT
FX_HE_REGENERATIONSKRAFT_C
FX_HE_SCHNEESTURM
FX_HE_SCHNEESTURM_C
FX_HE_TELEPORT
FX_HE_TELEPORT_C
FX_INQ_CAST_K
FX_INQ_CAST_L
FX_INQ_CAST_M
FX_INQ_DOPPELGAENGER
FX_INQ_DOPPELGAENGER_C
FX_INQ_EIFER
FX_INQ_EIFER_C
FX_INQ_ENTSETZEN
FX_INQ_ENTSETZEN_C
FX_INQ_FAECHERBLITZ
FX_INQ_FAECHERBLITZ_C
FX_INQ_KASTEIUNG
FX_INQ_KASTEIUNG_C
FX_INQ_MACHTSOG
FX_INQ_MACHTSOG_C
FX_INQ_MACHTSTOSS
FX_INQ_MACHTSTOSS_C
FX_INQ_PRANGER
FX_INQ_PRANGER_C
FX_INQ_SCHAENDUNG
FX_INQ_SCHAENDUNG_C
FX_INQ_SCHAENDUNG_P
FX_INQ_SCHAENDUNG2
FX_INQ_SEELENFAENGER
FX_INQ_SEELENFAENGER_C
FX_INQ_SEELENFAENGER_S
FX_INQ_SEELENRAUB
FX_INQ_SEELENRAUB_C
FX_INQ_VERGELTUNG
FX_INQ_VERGELTUNG_C
FX_INQ_VERSKLAVUNG
FX_INQ_VERSKLAVUNG_C
FX_SE_BEEEFFGEE
FX_SE_BEEEFFGEE_C
FX_SE_BEFLUEGELN
FX_SE_BEFLUEGELN_C
FX_SE_BEKEHRUNG
FX_SE_BEKEHRUNG_C
FX_SE_BLITZ
FX_SE_BLITZ_C
FX_SE_BLITZ_I
FX_SE_CAST_K
FX_SE_CAST_L
FX_SE_CAST_M
FX_SE_ENERGIESCHILD
FX_SE_ENERGIESCHILD_C
FX_SE_HEILEN
FX_SE_HEILEN_C
FX_SE_KAMPFHALTUNG
FX_SE_KAMPFHALTUNG_C
FX_SE_LICHTAURA
FX_SE_LICHTAURA_C
FX_SE_LICHTSAEULE
FX_SE_LICHTSAEULE_C
FX_SE_NOTSCHILD
FX_SE_NOTSCHILD_C
FX_SE_SCHOCKWELLE
FX_SE_SCHOCKWELLE_C
FX_SE_SCHWERTFEUER
FX_SE_SCHWERTFEUER_C
FX_SK_CAST_K
FX_SK_CAST_L
FX_SK_CAST_M
FX_SK_GEISTERHAND
FX_SK_GEISTERHAND_C
FX_SK_GEISTFORM
FX_SK_GEISTFORM_C
FX_SK_GEISTFORM_NOSPEC
FX_SK_KAMPFBEFEHL
FX_SK_KAMPFBEFEHL_C
FX_SK_KAMPFBEFEHL_S
FX_SK_KAMPFRAUSCH
FX_SK_KAMPFRAUSCH_C
FX_SK_KAMPFRAUSCH_S
FX_SK_KAMPFRUF
FX_SK_KAMPFRUF_C
FX_SK_KOHORTE
FX_SK_KOHORTE_C
FX_SK_KOHORTE_I
FX_SK_KOHORTE_I2
FX_SK_KOHORTE_SKELETONGLOW
FX_SK_PROVOZIEREN
FX_SK_PROVOZIEREN_C
FX_SK_STANDARTE
FX_SK_STANDARTE_C
FX_SK_TODESKAELTE
FX_SK_TODESKAELTE_C
FX_SK_TODESKAELTE_S
FX_SK_UMLENKUNG
FX_SK_UMLENKUNG_C
FX_SK_UNTERSTUETZUNG
FX_SK_UNTERSTUETZUNG_C
FX_SK_UNTERSTUETZUNG_S
FX_SK_WILLENSSTAERKE
FX_SK_WILLENSSTAERKE_C
FX_TW_ARCHIMEDISSTRAHL
FX_TW_ARCHIMEDISSTRAHL_C
FX_TW_ARCHIMEDISSTRAHL_I
FX_TW_CAST_L
FX_TW_CAST_M
FX_TW_EISESKAELTE
FX_TW_EISESKAELTE_C
FX_TW_EISESKAELTE_S
FX_TW_ENERGIENETZ
FX_TW_ENERGIENETZ_C
FX_TW_ENERGIENETZ_S
FX_TW_FLAMMENWERFER
FX_TW_FLAMMENWERFER_C
FX_TW_GLUTHITZE
FX_TW_GLUTHITZE_C
FX_TW_GLUTHITZE_S
FX_TW_KAMPFAURA
FX_TW_KAMPFAURA_C
FX_TW_LEVITIEREN
FX_TW_LEVITIEREN_C
FX_TW_MUTIEREN
FX_TW_MUTIEREN_C
FX_TW_PROJEKTIL
FX_TW_PROJEKTIL_C
FX_TW_SCHOCKPULSE
FX_TW_SCHOCKPULSE_C
FX_TW_SCHOEPFUNGSSCHLAG
FX_TW_SCHOEPFUNGSSCHLAG_C
FX_TW_TKAMPFSCHILD
FX_TW_TKAMPFSCHILD_C
FX_TW_TODESSPIESSE
FX_TW_TODESSPIESSE_C
FX_TW_TSCHOCK
FX_TW_TSCHOCK_C
FX_WPN_HE_MAGISCHERSCHLAG

These two are mostly but not fully sorted alphabetically btw.

Link to comment
  • 2 weeks later...

I sorted all the red particle scripts from the merged list to the FX from your list, @Flix. The bloodfx are skipped for now since maybe FX_BLOOD_RED and BLOODFX_RED are the same, I want to first figure that out.

A lot of the unsuccessfully tested scripts now have FX, but there are still quite a couple of scripts left:

Spoiler

fx_blue1.particle --note: crashed my game the first time, tested it again and suddenly it worked! That's why it's both here and in the successfully tested list.
fx_bluefireball_c.particle
fx_bluefireball_i.particle
fx_bluefireball.particle
fx_enemy_spawn_demon.particle
 --note: these next three ones looked like they had potential, but I couldn't get it to work
fx_enemy_spawn_tpanther.particle
fx_enemy_spawn_wolf.particle
fx_fireshield_c.particle
fx_fireshield2_c.particle
fx_gen_frag_c.particle
fx_gen_frag_c2.particle
fx_gen_frag_p_tech.particle
fx_gen_frag_phoenix1.particle
fx_gen_frag_phoenix2.particle
fx_gen_frag_phoenix3.particle
fx_gen_leach_c.particle
fx_gen_trap_a_i.particle
fx_gen_trap_a.particle
fx_gen_trap_b_i.particle
fx_gen_trap_b.particle
fx_gen_trap_c_i.particle
fx_gen_trap_c.particle
fx_gen_trap_d_i.particle
fx_gen_trap_d.particle
fx_gen_trap_e_i.particle
fx_gen_trap_e.particle
fx_ghostshock3.particle
fx_ghsotshock2.particle 
-- note: wierd spelling mistake. There also exists a fx_ghostshock2.particle for a red lightning spell, used e.g. by demons (the alien looking ones, not the flying ones)
fx_greenfireball_c.particle
fx_greenfireball_i.particle
fx_greenfireball.particle
fx_grndfire_ef.particle
fx_grndfire_smoke_ef.particle
fx_grndfire_smoke.particle
fx_grndfire.particle
fx_grndice_smoke.particle
fx_groundfog.particle
fx_groundfogblue.particle
fx_groundfoggreen.particle
fx_groundfoggrey.particle
fx_groundfogred.particle
fx_lava3.particle
 --note: can't remember whether I really tested them, but I think yes.
fx_lightdust.particle
fx_lightdust2.particle
fx_lightdust2a.particle
fx_lightdust2b.particle
fx_lightdust2g.particle
fx_lightdust2r.particle
fx_lightdust2w.particle
fx_schmiedofenfeuer.particle
fx_skeleton_hardhit_i.particle
fx_skeleton_hardhit.particle
fx_st_explosion1.particle
fx_st_explosion2.particle
fx_st_explosion3.particle
fx_st_explosionsmall1.particle
fx_st_explosionsmall2.particle
fx_st_explosionsmall3.particle
fx_st_explosionsmall4.particle
fx_stone_streak.particle
fx_tenergypfuetze_blitze.particle
fx_tenergypfuetze_blobs.particle
fx_tenergypfuetze_glow.particle
fx_tenergypfuetze.particle
fx_wpn_smoke.particle
x_stone_streak.particle

Notes: 

  • fx_fireblue.particle and fx_fireblue_large.particle belong to FX_BLUEFIRE and FX_BLUEFIRE_LARGE. This means that maybe fx_firegreen.particle belongs to FX_GREENFIRE and maybe there's even FX_GREENFIRE_LARGE. Also it doesn't hurt to test for FX_BLUEFIRE_SMALL and FX_GREENFIRE_SMALL. And then there's also all the other colors.
    EDIT: FX_GREENFIRE exists, I've just overseen it. All the other guesses are still important hough.
  • FX_FRAG_P_... and FX_GEN_FRAG_... and their particle scripts seem to be mixed up/interchangeable. It's not good possible to sort them together.
  • There are particle scripts for fx_gen_trap_a.particle up to fx_gen_trap_e.particle and their _I particle scripts but no FX for those. There is FX_GEN_TRAP_F but no _f particle script. Maybe A-E all belong to F.
  • Maybe fx_greenfireball.particle belongs to FX_GREENFIRE
  • Maybe fx_lava3.particle belongs to FX_LAVA2. Or maybe to FX_LAVAFALL3. It doesn't hurt to test for FX_LAVA3, FX_LAVA1, FX_LAVA, FX_LAVABURST3, FX_LAVABURST, FX_LAVAFALL1, FX_LAVAFALL2, FX_LAVAFALL, FX_LAVABURST4 and FX_LAVA4. Also fx_lavaburst.particle may belong to multiple FX, a pattern which may also spread around more particle scripts of which I thouoght they belong to only one FX.
  • FX_QFX... often don't have qfx in their particle scripts. Maybe some missed script-FX-belongings out there.
  • Maybe all the fx_st_... particle scripts all belong to the FX_STREETLAMP_... FX or maybe they belong to a boss.

 

 

Edited by Lindor
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I'm thinking about introducing a tags system for FX. Possible tags are

  • cast: Casting FX
  • spell: Spell FX
  • normal: works on cast and spell
  • partial: works on spell and partially on cast
  • SFX: has sound
  • silent: has no sound
  • stable: rotationally independent on the casters hand
  • unstable: rotationally independent on the casters hand

There are also FX which never end once cast, some which only end if cast a second time or teleported and most which end normally, but I'm out of inspiration for how I want to call these three tags.

 

This would mean a MASSIVE amount of work though. I wish I could give the ability to edit the list to different people so it becomes kinda like a wiki so that trusted people can add tags.

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I couldn't find FX_EE_MAGIC and FX_EE_MAGIC_C anywhere on the list. I don't know why these got skipped, this must get examined.

EDIT: and another one which didn't make it into the list, FX_ENEMY_ELECTRICITY_SHOCK_C. What is going on?

Edited by Lindor
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1 minute ago, dimitrius154 said:

Pesmontis' files can only be used as a reference, you'll have to explore the s2core.dll via ollydbg.

I wouldn't be so shocked if they just were some random unused FX, but the thing is, all these FX appear in EE's spells.txt, and I used some lua code to extract all EE's, Addendum's, D2F's and CM-Patch's spells.txt's FX, so they should be listed here somewhere.

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