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Complete FX list (work in progress)


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This does not list:

  • Vanilla Boss FX (excluding Traps)
  • Vanilla Hero FX

 

Standard FX:
Yet unknown on which routine they work.

Spoiler

FX_AREAFIRE1
JuOQg5l.jpg
FX_BLOOD
PWG2MEo.jpeg

FX_BLUE1 --I think I have tested this earlier and it crashed my game. now that I found a spellclass that works with nearly all FX, cSpellHeFeuerball, it works perfectly fine.
qn4SKps.jpg

FX_DEATH_BLOODSKULL
Gjul6gQ.jpeg
FX_DEATH_EOD_SERVANT1 --looks absolutely amazing
kAgDeEs.jpeg
FX_DEATH_EOD_SERVANT2
8fVDx4t.jpg
FX_ENTZUENDEN_C
ToezOvn.jpg
FX_ENTZUENDEN
SbJFAfA.jpg

FX_FIRE1
UoGSL8i.jpg


FX_GLUEHENDEASCHE
4bOqPdD.jpg

FX_KLAUENANGRIFF
UJheoN7.jpg

FX_MAGICLIGHT --looks really cool
EDYH4PD.jpg
FX_OILFIRE1 --small
FX_OILFIRE2 --medium
FX_OILFIRE3 --large
yAA30bK.jpeg
FX_PESTBEULE_C --not what you expect, it's blue!
P8z9Qg6.jpg
FX_PESTBEULE1 --not what you expect, it's an icy fireball!
1XdkPEd.jpg

FX_TSTRAHL_I --I skipped most of the _I FX. This is an indicator to me that there are maybe few more that I skipped
iWdTb8u.jpg
FX_TSTRAHL
lIHqBp6.jpg
 

particle scripts: fx_skeletonheal.particle
Corresponding name: FX_SKELETONHEAL
screenshot example:
2L87KG9.jpeg

particle scripts: fx_skeletonfireshield.particle
Corresponding name: FX_SKELETON_FIRESHIELD
note: Has a hardly visible green aure at the ground beneath the fire and is rotating. There also exist a FX_SKELETON_FROSTSHIELD and FX_SKELETON_POISONSHIELD. Look in the revived FX section.
screenshot example:
QOUXhhg.jpeg

 

particle scripts: fx_cobold_fumble_c.particle
                           fx_cobold_fumble_i.particle
                           fx_cobold_fumble_i2.particle

Corresponding names: FX_COBOLD_FUMBLE and FX_COBOLD_FUMBLE_C
note: Has a very annoying triple kobold yelp sound effect. Image shows both casting and spell FX, but they don't necessarily need to go together.
screenshot example:
6KLK3Wq.jpeg

 

particle scripts: fx_enemy_heal_c.particle
                           fx_enemy_heal.particle
Corresponding name(s): FX_ENEMY_HEAL and FX_ENEMY_HEAL_C
note: Image shows both casting and spell FX, but they don't necessarily need to go together.
screenshot example:
vIDa2nK.jpg

py9epMJ.jpeg
 

particle scripts: fx_skeletonfrostshield.particle

Corresponding name: FX_SKELETON_FROSTSHIELD
note: There also exists a SKELETON_FIRESHIELD. Look in the leftover spell FX and FX revived by Flix section.
screenshot example:
x8pkLqL.jpg

particle scripts: fx_skeletonpoisonshield.particle
Corresponding name: FX_SKELETON_POISONSHIELD
note: Has a hardly visible purple/blue aura at the ground beneath the poisonous cloud. The top white/blue particles come from the weapon, not the spell.
          There also exists a SKELETON_FIRESHIELD. Look in the leftover spell FX and FX revived by Flix section.
screenshot example:
O2lHY3F.jpg

 

particle scripts: fx_frostschock_c.particle
                           fx_frostschock_i.particle
                           fx_frostschock.particle
                           fx_frostschock2.particle

Corresponding name 1: FX_FROSTSCHOCK_C
note: There might be some potential left for FX_FROSTSCHOCK, but I couldn't get it to work.
screenshot example:
72ttjhY.jpeg

 

particle scripts: fx_sppl_rise1.particle
                           fx_sppl_rise2.particle
                           fx_sppl_rise3.particle
                           fx_sppl_rise4.particle
                           fx_sppl_rise5.particle

Corresponding name: FX_SPPL_RISE
screenshot example:
NSgY8ek.jpg

particle scripts: fx_ghostscream_c.particle
                           fx_ghostscream_c2.particle

Corresponding name: FX_GHOSTSCREAM_C
note: Using FX_GHOSTSCREAM_C is perfectly fine but using FX_GHOSTSCREAM crashed my game.
screenshot example:
aZwslqz.jpeg

 

particle scripts: fx_enemy_tenergy_explosion.particle
                           fx_enemy_tenergy_explosion2.particle

Corresponding name: FX_ENEMY_TENERGY_EXPLOSION
screenshot example:
BzLIWsA.jpg

 


 

particle scripts: fx_frostkreis_c.particle
                           fx_frostkreis.particle
                           fx_frostkreis2_c.particle
                           fx_frostkreis2.particle

Corresponding name: FX_FROSTKREIS_C
note: Not frosty at all. S2EE 3.0 might have to do with that because it recolorizes some FX.
          There might be some potential left for FX_FROSTKREIS, but I couldn't get it to work.
screenshot example:
pxTFkkY.jpeg

 

particle scripts: fx_gen_tmutate.particle
Corresponding name: FX_GEN_TMUTATE
note: There's a lighning web beneath that's hard to see because I unfortunately chose blue background. I'm maybe gonne redo this so it's better to see.
          EDIT: I tested it with other backgrounds and it's still hard to see, so I'm gonna leave it as is for now.
screenshot example:
gqiytkf.jpg

 

particle scripts: fx_lifeleech_c.particle
Corresponding name: FX_LIFELEECH_C
note: Ignore the ice crystals, these are not part of the FX.
screenshot example:
GSVh01n.jpeg

 

particle scripts: unknown
Corresponding name: FX_LIFELEECH
screenshot example:
hqoI77T.jpeg

 

particle scripts: fx_wpn_signal.particle
Corresponding name: FX_WPN_SIGNAL
note: This is the only FX_WPN_ I could get to work without crashing the game.
screenshot example:
wQFpZcU.jpeg

 

particle scripts: fx_gen_areaschaden.particle 
                           fx_gen_areaschaden2.particle

Corresponding name: FX_GEN_AREASCHADEN
note: This like a green and bigger version of FX_ENEMY_TENERGY_EXPLOSION, it's an expanding ring but it's a little bit hard to catch a good screenshot.
screenshot example:
wB1beDm.jpg

 

particle scripts: fx_gen_mirror_arrow.particle
Corresponding name: FX_GEN_MIRROR_ARROW
screenshot example:
56l6OX9.jpg

 

particle scripts: fx_gen_mirror_magic.particle
Corresponding name: FX_GEN_MIRROR_MAGIC
screenshot example:
NGQCo4X.jpeg

 

 

particle scripts: fx_gen_tprison.particle
Corresponding name: FX_GEN_TPRISON
note: Slowly rotating.
screenshot example:
B0c3y3p.jpeg


 

particle scripts: x_gen_fireball2.particle
                           fx_gen_fireball1.particle
                           fx_gen_fireball1_i.particle
                           fx_gen_fireball1_i2.particle
                           fx_gen_fireball2.particle
                           fx_gen_fireball2_i.particle
                           fx_gen_fireball2_i2.particle
                           fx_gen_fireball3.particle
                           fx_gen_fireball3_i.particle
                           fx_gen_fireball3_i2.particle
                           fx_gen_fireball4.particle
                           fx_gen_fireball4_i.particle
                           fx_gen_fireball4_i2.particle
Corresponding name: FX_GEN_FIREBALL1
                                      FX_GEN_FIREBALL2
                                      FX_GEN_FIREBALL3
                                      FX_GEN_FIREBALL4
note: Image shows 5 distinct FX that are very similar to each other.
         The fact that FX_GEN_FIREBALL5 does not have a particle script and yet it exists suggests that there might be even more of their kind we're unaware of. Further testing is required.
screenshot example:
Hu2mgQg.jpeg

 

particle scripts: fx_gen_fireball1_dragon.particle
                           fx_gen_fireball1_i_dragon.particle
                           fx_gen_fireball1_i2_dragon.particle
                           fx_gen_fireball2_dragon.particle
                           fx_gen_fireball2_i_dragon.particle
                           fx_gen_fireball2_i2_dragon.particle
                           fx_gen_fireball3_dragon.particle
                           fx_gen_fireball3_i_dragon.particle
                           fx_gen_fireball3_i2_dragon.particle
                           fx_gen_fireball4_dragon.particle
                           fx_gen_fireball4_i_dragon.particle
                           fx_gen_fireball4_i2_dragon.particle

Corresponding name: FX_GEN_FIREBALL_DRAGON1
                                      FX_GEN_FIREBALL_DRAGON2
                                      FX_GEN_FIREBALL_DRAGON3
                                      FX_GEN_FIREBALL_DRAGON4
note: Image shows 4 distinct FX that are very similar to each other.
         The fact that FX_GEN_FIREBALL5 does not have a particle script and yet it exists suggests that there might be even more of their kind we're unaware of.
         FX_GEN_FIREBALL_DRAGON5 does not exist, but further testing is required.
screenshot example:
co5RMl5.jpeg

 

particle scripts: x_gen_missile1.particle
                           
fx_gen_missile1.particle
                           x_gen_missile2.particle
                           
fx_gen_missile2.particle
                           x_gen_missile3.particle
                           
fx_gen_missile3.particle
                           x_gen_missile4.particle
                           
fx_gen_missile4.particle
Corresponding name: FX_GEN_MISSILE1
                                      FX_GEN_MISSILE2
                                      FX_GEN_MISSILE3
                                      FX_GEN_MISSILE4
note: Image shows 4 distinct FX that are very similar to each other.
screenshot example:
3kfYMYb.jpg

 

particle scripts: fx_qfx_cast.particle
Corresponding name: FX_QFX_CAST
note: These are super cool looking FX and the only FX_QFX that are not of environmental nature.
          Unaffected by casters hand position.
screenshot example:
2VcsYgA.jpg

 

particle scripts: fx_gen_frostring1.particle
                           fx_gen_frostring2.particle
                           fx_gen_frostring3.particle

Corresponding name: FX_GEN_FROSTAURA
                                      FX_GEN_FROSTRING
note: Image shows 2 distinct FX that are very similar to each other.
          The differences are that FX_GEN_FROSTRING has audio (SFX) and works on both the casting and spell routine while FX_GEN_FROSTAURA does not have these properties.
          But other than that they look completely similar.
          All in all it seems like FX_GEN_FROSTRING is simply a more advanced version of FX_GEN_FROSTAURA.
          Maybe the devs created FX_GEN_FROSTAURA because they wanted a less calculation heavy and more spammable VFX version of FX_GEN_FROSTRING.
screenshot example:
hbdBSIg.jpeg

 

particle scripts: fx_gen_nova1.particle
                           fx_gen_nova11.particle
                           fx_gen_nova2.particle
                           fx_gen_nova22.particle
                           fx_gen_nova3.particle
                           fx_gen_nova33.particle
                           fx_gen_nova44.particle

Corresponding name: FX_GEN_NOVA1
                                      FX_GEN_NOVA2
                                      FX_GEN_NOVA3
                                      FX_GEN_NOVA4
note: 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.
screenshot example:
p8WLFlv.jpeg

 

particle scripts: fx_gen_spawn1.particle
                           fx_gen_spawn2.particle
                           fx_gen_spawn3.particle

                           fx_gen_spawn4.particle
Corresponding name: FX_GEN_SPAWN1
                                      FX_GEN_SPAWN2
                                      FX_GEN_SPAWN3
                                      FX_GEN_SPAWN4
note: Image shows 4 distinct FX that are very similar to each other. For unknown reason, FX_GEN_SPAWN4 is different than his three brotheres.
screenshot example:
pyhJ7Pq.jpeg

 

particle scripts: fx_gen_spawn1_i.particle
                           fx_gen_spawn2_i.particle

                           fx_gen_spawn3_i.particle
                           fx_gen_spawn4_i.particle
Corresponding name: FX_GEN_SPAWN1_I
                                      FX_GEN_SPAWN2_I
                                      FX_GEN_SPAWN3_I
                                      FX_GEN_SPAWN4_I
note: Image shows 4 distinct FX that are very similar to each other. For unknown reason, FX_GEN_SPAWN4 is different than his three brotheres.
screenshot example:
87gtTdm.jpg

 

fx_gen_berserker.particle
fx_gen_stomp.particle

fx_gen_wind.particle
fx_gen_wind2.particle
fx_gen_wind3.particle 
fx_feuerregen_fire.particle
fx_ghostshock1.particle
fx_ghostshock2.particle
fx_giftfontaine_c.particle
fx_giftspritzen_i.particle
fx_giftspritzen.particle
fx_giftspritzen2_i.particle
fx_heal_c.particle
fx_heal.particle
fx_heal2.particle
fx_heal3.particle
fx_horse_ramming.particle
fx_ph_meteor.particle
fx_ph_meteoreinschlag.particle
fx_sandpeaople_warcry1_c.particle 
--note: This is not a mistake, the spelling error exists.
fx_sandpeaople_warcry1.particle
fx_sandpeaople_warcry2_c.particle
fx_sandpeaople_warcry2.particle
fx_skeletonfear.particle
fx_skeletonfireshield.particle
fx_skeletonheal.particle
fx_skeletonroot_c.particle
fx_skeletonroot.particle
fx_spinnenetz2_c.particle
fx_spinnennetz_c.particle
fx_spinnennetz2_c.particle
fx_trollrock_i.particle
fx_zombie_iceatem_c.particle
fx_zombie_pestatem_c.particle
fx_zombie_schleimbatzen_c.particle
fx_zombie_schleimbatzen2_c.particle 

FX_AURA_ENERGYLEECH
FX_BERSERKER_ZERFETZEN_C
FX_DG_FEUERATEM1
FX_DG_FEUERATEM2
FX_ENEMY_WHIT_ZERFETZEN_C
FX_FD_LASER_C --Boss FX, maybe not list
FX_GEN_FROSTAURA
FX_GEN_ROOT
FX_GEN_TOTEM
FX_LANDSLIDE
FX_SC_SCHILD
FX_SIMPLELIGHT3
FX_THROW_GENERIC
FX_WPN_SHOOT1_BLUE
FX_WPN_SHOOT1_GOLD
FX_WPN_SHOOT2_BLUE
FX_HEAL_C
FX_HEAL
FX_SKELETON_ROOT_C
FX_SKELETON_ROOT
FX_SKELETONFEAR_C
FX_SKELETONFEAR

Standard FX:
These FX work both on the casting and spell routine

Spoiler

particle scripts: fx_gen_trap1.particle
                           fx_gen_trap2.particle
                           fx_gen_trap3.particle
                           fx_gen_trap4.particle
                           fx_gen_trap5.particle
                           fx_gen_trap6.particle
                           fx_gen_trap7.particle
                           fx_gen_trap8.particle

                           fx_test.particle
Corresponding name: FX_GEN_TRAP1
                                      FX_GEN_TRAP2
                                      FX_GEN_TRAP3
                                      FX_GEN_TRAP4
                                      FX_GEN_TRAP5
                                      FX_GEN_TRAP6
                                      FX_GEN_TRAP7
                                      FX_GEN_TRAP8
                                      FX_TEST
note: Image shows 8 distinct FX that are very similar to each other.
          These FX have a different look depending on how they're used:
          As Casting FX, they get additional VFX, a red symbol circling at the ground in a radar-style. These VFX are FX_TEST (look in the stable environmental spoiler).
screenshot example:
noqhyhr.jpg

 

particle scripts: fx_gen_trap1_i.particle
                           fx_gen_trap2_i.particle
                           fx_gen_trap3_i.particle
                           fx_gen_trap4_i.particle
                           fx_gen_trap5_i.particle
                           fx_gen_trap6_i.particle
                           fx_gen_trap7_i.particle
                           fx_gen_trap8_i.particle

Corresponding name: FX_GEN_TRAP1_I
                                      FX_GEN_TRAP2_I
                                      FX_GEN_TRAP3_I
                                      FX_GEN_TRAP4_I
                                      FX_GEN_TRAP5_I
                                      FX_GEN_TRAP6_I
                                      FX_GEN_TRAP7_I
                                      FX_GEN_TRAP8_I
note: Image shows 8 distinct FX that are very similar to each other. They're all part of their FX_GEN_TRAP parents but can be used as standalone.
screenshot example:
Mpazpl3.jpg

Casting FX:
These FX only work on the spell casting routine (fxTypeCast, fxTypeCastSpecial)

Spoiler

particle scripts: fx_aliensmoke_blobs.particle
                           fx_aliensmoke_greenglow.particle
                           fx_aliensmoke.particle

Corresponding name: FX_ALIENSMOKE
note: These are casting FX, not spell FX despite the missing _C suffix.
screenshot example:
U0wycdP.jpg

 

particle scripts: fx_kehlenreisser.particle
Corresponding name: FX_KEHLENREISSER
note: These is a casting FX despite the missing _C suffix. Use with cone spells. Similarly to FX_WC_TINTENSTRAHL (Octagolamus's ink spray), the casting Vectors are in the wrong direction.
screenshot example:
9d1U5UP.jpg

Spell FX:
These FX only work on the spell effects routine (fxTypeSpell)

Spoiler

 

Hidden FX:
These FX are built into the spellclass and/or eiStateName (mostly spellclass). Nearly all spellclasses with spellcontroltype = "eCAtype_a_effect_attack_ray" have that property.

Spoiler

Built into: cSpellHeFrostschlag (spellclass)
note: Got changed with S2EE 3.0.
screenshot example:
nWgKB6Q.jpg

Auto-trigger FX:
These FX are triggered automatically on certain things, like consumables or buffs with certain properties. Most of them are also force-triggerable, few aren't.

Spoiler

Buffs/Debuffs:

Spoiler

particle scripts: fx_gen_weniger_heilung.particle
Corresponding name: FX_GEN_WENIGER_HEILUNG
note: The red swirls on the right can be edited to a different color via the script's hex colors (right half of the image).
         The red blood-like effect underneath however is probably linked to a general file in graphics01 like a gradient or something. (left half of the image).
screenshot example:
C5XSPKI.jpg

particle scripts: fx_gen_buf_deakt.particle
                           fx_gen_buf_deakt2.particle

Corresponding name: FX_GEN_BUFF_DEAKT
note: Yes, the FX name doesn't completely fit the particle script names, it's one f off.
screenshot example:
ws5TKsf.jpg

 

particle scripts: fx_gen_speedup.particle
Corresponding name: FX_GEN_SPEEDUP
note: The rings travel from bottom to top.
          These are hardcoded FX that trigger automatically on speed buffing spells that don't have other FX. Also force-triggerable.
screenshot example:
hcjpaDI.jpeg

particle scripts: fx_gen_slowdown.particle
Corresponding name: FX_GEN_SLOWDOWN
note: The rings travel from bottom to top.
          These are hardcoded FX that trigger automatically on speed debuffing spells that don't have other FX. Also force-triggerable.
screenshot example:
33SP2CE.jpg

FX_BOOST --auto-trigger FX for consumables. NOT force-triggerable.
bQv1JuG.jpg
 

particle scripts: none
Corresponding name: FX_GEN_MEHR_VW
note: Not only rotating, but also slowly bouncing up and down.
          These are hardcoded FX that trigger automatically on Defense Value boosting spells that don't have other FX. Also force-triggerable.
          There exists something similar for Attack Value boosting spells.
screenshot example:
XaV19dj.jpg
 

particle scripts: none
Corresponding name: FX_GEN_MEHR_AW
note: Not only rotating, but also slowly bouncing up and down.
          These are hardcoded FX that trigger automatically on Attack Value boosting spells that don't have other FX. Also force-triggerable.
          There exists something similar for Defense Value boosting spells.
screenshot example:
S555F9t.jpg

 

particle scripts: none
Corresponding name: FX_ENEMY_SPIKESHIELD_C
note: These are hardcoded FX that trigger automatically on reflecting auras and buffs that don't have other FX. Also force-triggerable.
screenshot example:
hMdwgbb.jpg

Spell effects:

Spoiler

particle scripts: none
Corresponding name: FX_GEN_MANALEACH
screenshot example:
KmwflqI.jpeg

 

particle scripts: none
Corresponding name: FX_GEN_LIFELEACH
note: Ignore the fog, it's not part of the FX.
screenshot example:
st4rGMf.jpeg

 

particle scripts: fx_dot_phys.particle
                           fx_dot_phys2.particle
Corresponding name: FX_DOT_PHYS
screenshot example:
op0dCMM.jpeg

 

particle scripts: fx_dot_fire.particle
                           fx_dot_fire2.particle
Corresponding name: FX_DOT_FIRE
screenshot example:
117IoI9.jpg

 

particle scripts: fx_dot_magic.particle
                           fx_dot_magic2.particle
Corresponding name: FX_DOT_MAGIC
screenshot example:
fS3yrVa.jpeg

 

particle scripts: fx_dot_poison.particle
                           fx_dot_poison2.particle
Corresponding name: FX_DOT_POISON
screenshot example:
qADRkEP.jpg

 

particle scripts: fx_dot_ice.particle
                           fx_dot_ice2.particle
Corresponding name: FX_DOT_ICE
screenshot example:
wrdldkZ.jpg

 

particle scripts: fx_gen_bluten.particle
Corresponding name: FX_GEN_BLUTEN
note: FX don't end until you teleport or end the game.
screenshot example:
kDy6nZR.jpg

 

particle scripts: fx_gen_critical_hit.particle
Corresponding name: FX_GEN_CRITICAL_HIT
screenshot example:
NXpyT5S.jpg


 

particle scripts: fx_gen_ohnmacht.particle
                           fx_gen_ohnmacht2.particle
Corresponding name: FX_GEN_OHNMACHT
screenshot example:
sYAHTpu.jpeg

 

particle scripts: fx_gen_schwaechung.particle
Corresponding name: FX_GEN_SCHWAECHUNG
screenshot example:
rPRF822.jpg

 

particle scripts: fx_gen_stun.particle
                           fx_gen_stun2.particle
Corresponding name: FX_GEN_STUN
screenshot example:
tIQ1G2L.jpg

General effects:

Spoiler

particle scripts: fx_levelup1.particle
                           fx_levelup2.particle
                           fx_levelup3.particle
Corresponding name: FX_LEVELUP
screenshot example:
HQ4vG2X.jpg

 

particle scripts: fx_gen_castblock.particle
Corresponding name: FX_GEN_CASTBLOCKL
note: These are hardcoded FX that trigger automatically on certain but yet unknown spells that don't have other FX. Also force-triggerable.
screenshot example:
nUbk9X6.jpeg

 

particle scripts: fx_gen_transform.particle
                           fx_gen_transform1.particle
                           fx_gen_transform2.particle

Corresponding name: FX_GEN_TRANSFORM
note: These are hardcoded FX that trigger automatically on enemies bein T-mutated. Also force-triggerable.
screenshot example:
jYSQXm4.jpeg

 

SFX:
These FX are audio only.

Spoiler

particle scripts: fx_enemy_t_cone_stone_attach.particle
                           fx_enemy_t_cone_stone_attach2.particle

Corresponding name: FX_ENEMY_T_CONE_STONE_ATTACH_C
note: These are audio only casting FX (SFX), sounds like a deeper and less loud version of a critical hit or a rock hitting something.
 

particle scripts: fx_ghosttelekinese_impact.particle
                           fx_ghosttelekinese_raise.particle

Corresponding name: FX_GHOSTTELEKINESE_C
note: These are audio only casting FX (SFX), sounds like a normal hit, don't really know how to describe but it's a little bit underwhelming.
 

particle scripts: fx_waterdrops1.particle
                           fx_waterdropsdrop1.particle

Corresponding name: FX_WATERDROPS1
note: These are audio only FX (SFX). They sound like a waterdrop hitting the ground of some cave.
 

particle scripts: fx_blooddrops1.particle
                           fx_blooddropsdrop1.particle

Corresponding name: FX_BLOODDROPS1
note: These are audio only FX (SFX). Sounds similar to FX_WATERDROPS1.

Stable environmental FX:
These FX were not meant to be CA FX, despite that it works fine. Some few of them are dependend on the casters hand, but it doesn't look bad. Don't resize/recolorize these FX!

Spoiler

FX_FEDERNLASSEN --the feathers are pretty big
jmBpc3I.jpg

FX_LEAFFLUSH
C0kascn.jpeg

particle scripts: fx_gen_frag.particle
Corresponding name: FX_GEN_FRAG
screenshot example:
hrDbH5j.jpg

 

particle scripts: fx_gen_frag_black.particle
                           fx_gen_frag_p_black.particle
Corresponding name: FX_GEN_FRAG_BLACK
screenshot example:
tFwJMsP.jpeg

 

particle scripts: fx_gen_frag_dust.particle
Corresponding name: FX_GEN_FRAG_DUST
screenshot example:
Ktqew0y.jpeg

 

particle scripts: fx_gen_frag_ghost.particle
                           fx_gen_frag_p_ghost.particle
Corresponding name: FX_GEN_FRAG_GHOST
screenshot example:
Ppe2Apt.jpg

 

particle scripts: fx_gen_frag_green.particle
                           fx_gen_frag_p_green.particle
Corresponding name: FX_GEN_FRAG_GREEN
screenshot example:
mJ8dvkd.jpeg

 

particle scripts: fx_gen_frag_p.particle
Corresponding name: FX_GEN_FRAG_P
note: Yes, it throws a random looking pieco of meat! Was probably meant as splatter FX for enemies being killed if gore is activated.
screenshot example:
ejrFexc.jpg

particle scripts: fx_test.particle
Corresponding name: FX_TEST
note: These are very unstable FX, sometimes the symbol doesn't appear at all, sometimes it appears fully but always for a very short amount of time (was hard to catch a screenshot).
          There's a similarity to the red symbol of the as Casting FX used FX_GEN_TRAP1 
screenshot example:
pfChpVo.jpeg

 

particle scripts: fx_fountain1.particle
                           fx_fountain2.particle
                           fx_fountain3.particle
                           fx_fountain4.particle
                           fx_fountain5.particle
                           fx_fountain6.particle
                           fx_fountain7.particle
                           fx_fountain8.particle
                           fx_fountain9.particle

Corresponding name: FX_FOUNTAIN1
                                      FX_FOUNTAIN2
                                      FX_FOUNTAIN3
                                      FX_FOUNTAIN4
                                      FX_FOUNTAIN5
                                      FX_FOUNTAIN6
                                      FX_FOUNTAIN7
                                      FX_FOUNTAIN8
                                      FX_FOUNTAIN9
note: Image shows 9 distinct FX that are very similar to each other.
screenshot example:
1p4lhHp.jpg

 

particle scripts: fx_fountain2_blood.particle
                           fx_fountain7_blood.particle
                           fx_fountain8_blood.particle
Corresponding name: FX_FOUNTAIN2_BLOOD
                                      FX_FOUNTAIN7_BLOOD
                                      FX_FOUNTAIN8_BLOOD
note: Image shows 3 distinct FX that are very similar to each other.
screenshot example:
Hw1xwS2.jpeg

 

particle scripts: fx_geyser_only_steam1.particle
                           fx_geyser_only_steam2.particle
                           fx_geyser_only_steam3.particle
                           fx_geyser_water1_sparkle.particle
                           fx_geyser_water1.particle
                           fx_geyser_water1steam.particle
                           fx_geyser_water2_sparkle.particle
                           fx_geyser_water2.particle
                           fx_geyser_water2steam.particle
                           fx_geyser_water3_sparkle.particle
                           fx_geyser_water3.particle
                           fx_geyser_water3steam.particle

Corresponding name: FX_GEYSER_WATER1
                                      FX_GEYSER_WATER2
                                      FX_GEYSER_WATER3
note: Image shows 3 distinct FX that are very similar to each other.
screenshot example:
6jCsGFX.jpg

 

particle scripts: fx_lava1.particle
                           fx_lava1mover.particle

Corresponding name: FX_LAVA1
note: There is a very cool looking distortion effect going on that is impossible to catch in a screenshot.
          It was probably meant to display some sort of heat effect, but it makes it look like a fiery force field.
screenshot example:
5i9tm35.jpeg

 

particle scripts: fx_pusteblume.particle
Corresponding name: FX_PUSTEBLUME
note: Unaffected by casters hand position.
screenshot example:
43zEiMf.jpg

 

particle scripts: fx_qfx_dreckigesWasser.particle
                           fx_qfx_dreckigesWasser2.particle

Corresponding name: FX_QFX_DRECKIGESWASSER
screenshot example:
qbaIfjz.jpg

 

particle scripts: fx_qfx_fliegenschwarm.particle
Corresponding name: FX_QFX_FLIEGENSCHWARM
note: Thesere is an on any background super hard to notice bundle of black dots that appear around the caster. It's meant to represent a swarm of flies.
screenshot example:
e4czIX9.jpeg

 

particle scripts: fx_reagenzglas.particle
                           fx_reagenzglas2.particle
Corresponding name: FX_REAGENZGLAS
note: These FX are maybe part of the standard alchemy table, e.g. used by the main quest line NPC Assim in the desert.
screenshot example:
nyrb8Gz.jpeg

 

 

 

particle scripts: fx_solarsystem.particle
                           fx_solarsystemfire.particle
Corresponding name: FX_SOLARSYSTEM
note: There's a mechanical solar system model in Thylysium which probably uses these two FX
          The FX are very unique in the way that they shine through every object. At least through all I tested so far.
screenshot example:
zM45rEV.jpg

 

particle scripts: fx_tleck_i.particle --note: maybe part of the main quest broken T-energy pipe in the swamp that is the cause for the Miasma Boss?
                           fx_tleck_i2.particle
                           fx_tleck.particle
                           fx_tleck2.particle

Corresponding name: FX_TLECK
screenshot example:
B540h8v.jpg

particle scripts: fx_waterdash.particle
                           fx_waterdash2.particle

Corresponding name: FX_WATERDASH
screenshot example:
l5B1KDh.jpeg

particle scripts: fx_windblownleafs.particle
Corresponding name: FX_WINDBLOWNLEAFS
note: Unaffected by the casters hand position.
screenshot example:
2IzV7CI.jpg

Unstable environmental FX:
These FX were not meant to be CA FX. They're extremely sensitive to the casters hand position, so you should be careful about the animation you're choosing. Don't resize/recolorize these FX!

Spoiler

particle scripts: fx_sculpting.particle
Corresponding name: FX_SCULPTING
note: These are VERY subtle FX, they're so barely noticeable that I nearly skipped them.
          They're environmental in the sense that they appear when a sculptors chisel hits the marble, e.g. at the Britney Spears statue in Sloeford.
screenshot example:
CVe2zDU.jpeg

 

FX_FLYINGBATS
oW3lDJv.jpg

FX_GROUNDFOGBLUE --unstable Environmental
FX_GROUNDFOGGREEN
FX_GROUNDFOGGREY
FX_GROUNDFOGRED
1d3Gr2L.jpg

FX_RUNNINGBUGS
Xn5OkuI.jpg

 

particle scripts: fx_desertdust.particle
Corresponding name: FX_DESERTDUST
note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.
screenshot example:
1n9gQzT.jpeg

 

particle scripts: fx_test.particle
Corresponding name: fx_fallingsand1.particle
screenshot example:
Us7aYqf.jpg

 

particle scripts: fx_fallingsand2.particle
Corresponding name: FX_FALLINGSAND2
screenshot example:
vWuHbt7.jpeg

 

particle scripts: fx_fallingsand3.particle
Corresponding name: FX_FALLINGSAND3
screenshot example:
YUwjHZw.jpeg

 

particle scripts: fx_lavafall1_1.particle
                           fx_lavafall1_2.particle
                           fx_lavafall1_3.particle
                           fx_lavafall1_4.particle
                           fx_lavafall1.particle
                           fx_lavafall1blobs.particle
                           fx_lavafall1blobs2.particle

Corresponding name: FX_LAVAFALL1
note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.
screenshot example:
v9ykNDH.jpeg

 

particle scripts: fx_lavafall2_1.particle
                           fx_lavafall2_2.particle
                           fx_lavafall2_3.particle
                           fx_lavafall2_4.particle
                           fx_lavafall2.particle
                           fx_lavafall2blobs.particle
                           fx_lavafall2blobs2.particle

Corresponding name: FX_LAVAFALL2
note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.
screenshot example:
eIkzF3K.jpeg

 

particle scripts: fx_portal1_oben.particle
                           fx_portal1_start.particle
                           fx_portal1_unten.particle

Corresponding name: FX_PORTAL1
screenshot example:
OnEWlpm.jpeg

 

particle scripts: fx_portal2.particle
Corresponding name: FX_PORTAL2
screenshot example:
0y7mUop.jpg

 

particle scripts: fx_smokebigblack.particle
                           fx_smokemediumblack.particle
                           fx_smokesmallblack.particle
                           fx_smokesmallblack2.particle
Corresponding name: FX_SMOKEBIGBLACK
                                      FX_SMOKEMEDIUMBLACK
                                      FX_SMOKESMALLBLACK
                                      FX_SMOKESMALLBLACK2
note: Image shows 4 distinct FX that are very similar to each other.
screenshot example:
Grk6V53.jpg

 

particle scripts: fx_smokebiggrey.particle
                           fx_smokemediumgrey.particle
                           fx_smokesmallgrey.particle
                           fx_smokesmallgrey2.particle

Corresponding name: FX_SMOKEBIGGREY
                                      FX_SMOKEMEDIUMGREY
                                      FX_SMOKESMALLGREY
                                      FX_SMOKESMALLGREY2
note: Image shows 4 distinct FX that are very similar to each other.
screenshot example:
rqCKhw8.jpeg

 

particle scripts: fx_smokemediumwhite.particle
                           fx_smokesmallwhite.particle
                           fx_smokesmallwhite2.particle

Corresponding name: FX_SMOKEMEDIUMWHITE
                                      FX_SMOKESMALLWHITE
                                      FX_SMOKESMALLWHITE2
note: Image shows 3 distinct FX that are very similar to each other.
          FX_SMOKEBIGWHITE is somehow missing, I can't remember whether it didn't work or it's a mistake on my end.
screenshot example:
nZEd0Q9.jpeg

 

particle scripts: fx_waterbubbles.particle
Corresponding name: FX_WATERBUBBLES
screenshot example:
zRVG0nC.jpg

 

particle scripts: fx_waterfall1.particle
                           fx_waterfall1blobs.particle
                           fx_waterfall1blobsqfx.particle
                           fx_waterfall1foam.particle
                           fx_waterfall1foamqfx.particle
                           fx_waterfall1foamtop.particle
                           fx_waterfall1foamtopqfx.particle
                           fx_waterfall1qfx_2.particle
                           fx_waterfall1qfx.particle
                           fx_waterfall1rings.particle
                           fx_waterfall1ringsqfx.particle

Corresponding name: FX_WATERFALL1
note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.
screenshot example:
2fkJ35k.jpg

 

particle scripts: fx_waterfall2.particle
                           fx_waterfall2blobs.particle
                           fx_waterfall2foam.particle
                           fx_waterfall2foamtop.particle
                           fx_waterfall2rings.particle

Corresponding name: FX_WATERFALL2
note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.
screenshot example:
kwLNdIe.jpeg

Color coding:

Yellow - these particle scripts have a possible corresponding merged spells.txt FX entry list
Blue - these particle scripts don't have a possible corresponding merged spells.txt FX entry list
check this topic if you don't know what I mean with "merged spells.txt FX entry list":

 

Edited by Lindor
  • Like! 1
Link to post

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 _I FX for possible skipped FX
  • sort all spoilers alphabetically (by the FX name)
  • find out which ones are Casting FX or Spell FX and sort them into the correct spoilers
  • 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?
  • add image references where they're known
Edited by Lindor
  • Respect! 1
Link to post
  • 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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