Lindor 84 Posted January 18 Share Posted January 18 (edited) This does not list: Vanilla Boss FX (excluding Traps) Vanilla Hero FX Standard FX: Yet unknown on which routine they work. Spoiler FX_AREAFIRE1 FX_BLOOD 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. FX_DEATH_BLOODSKULL FX_DEATH_EOD_SERVANT1 --looks absolutely amazing FX_DEATH_EOD_SERVANT2 FX_ENTZUENDEN_C FX_ENTZUENDEN FX_FIRE1 FX_GLUEHENDEASCHE FX_KLAUENANGRIFF FX_MAGICLIGHT --looks really cool FX_OILFIRE1 --small FX_OILFIRE2 --medium FX_OILFIRE3 --large FX_PESTBEULE_C --not what you expect, it's blue! FX_PESTBEULE1 --not what you expect, it's an icy fireball! 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 FX_TSTRAHL particle scripts: fx_skeletonheal.particleCorresponding name: FX_SKELETONHEALscreenshot example:particle scripts: fx_skeletonfireshield.particleCorresponding name: FX_SKELETON_FIRESHIELDnote: 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: particle scripts: fx_cobold_fumble_c.particle fx_cobold_fumble_i.particle fx_cobold_fumble_i2.particleCorresponding names: FX_COBOLD_FUMBLE and FX_COBOLD_FUMBLE_Cnote: 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: particle scripts: fx_enemy_heal_c.particle fx_enemy_heal.particleCorresponding name(s): FX_ENEMY_HEAL and FX_ENEMY_HEAL_Cnote: Image shows both casting and spell FX, but they don't necessarily need to go together.screenshot example: particle scripts: fx_skeletonfrostshield.particle Corresponding name: FX_SKELETON_FROSTSHIELDnote: There also exists a SKELETON_FIRESHIELD. Look in the leftover spell FX and FX revived by Flix section.screenshot example: particle scripts: fx_skeletonpoisonshield.particleCorresponding name: FX_SKELETON_POISONSHIELDnote: 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: particle scripts: fx_frostschock_c.particle fx_frostschock_i.particle fx_frostschock.particle fx_frostschock2.particleCorresponding name 1: FX_FROSTSCHOCK_Cnote: There might be some potential left for FX_FROSTSCHOCK, but I couldn't get it to work.screenshot example: particle scripts: fx_sppl_rise1.particle fx_sppl_rise2.particle fx_sppl_rise3.particle fx_sppl_rise4.particle fx_sppl_rise5.particleCorresponding name: FX_SPPL_RISEscreenshot example: particle scripts: fx_ghostscream_c.particle fx_ghostscream_c2.particleCorresponding name: FX_GHOSTSCREAM_Cnote: Using FX_GHOSTSCREAM_C is perfectly fine but using FX_GHOSTSCREAM crashed my game.screenshot example: particle scripts: fx_enemy_tenergy_explosion.particle fx_enemy_tenergy_explosion2.particleCorresponding name: FX_ENEMY_TENERGY_EXPLOSIONscreenshot example: particle scripts: fx_frostkreis_c.particle fx_frostkreis.particle fx_frostkreis2_c.particle fx_frostkreis2.particleCorresponding name: FX_FROSTKREIS_Cnote: 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: particle scripts: fx_gen_tmutate.particleCorresponding name: FX_GEN_TMUTATEnote: 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: particle scripts: fx_lifeleech_c.particleCorresponding name: FX_LIFELEECH_Cnote: Ignore the ice crystals, these are not part of the FX.screenshot example: particle scripts: unknownCorresponding name: FX_LIFELEECHscreenshot example: particle scripts: fx_wpn_signal.particleCorresponding name: FX_WPN_SIGNALnote: This is the only FX_WPN_ I could get to work without crashing the game.screenshot example: particle scripts: fx_gen_areaschaden.particle fx_gen_areaschaden2.particleCorresponding name: FX_GEN_AREASCHADENnote: 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: particle scripts: fx_gen_mirror_arrow.particleCorresponding name: FX_GEN_MIRROR_ARROWscreenshot example: particle scripts: fx_gen_mirror_magic.particleCorresponding name: FX_GEN_MIRROR_MAGICscreenshot example: particle scripts: fx_gen_tprison.particleCorresponding name: FX_GEN_TPRISONnote: Slowly rotating.screenshot example: 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.particleCorresponding name: FX_GEN_FIREBALL1 FX_GEN_FIREBALL2 FX_GEN_FIREBALL3 FX_GEN_FIREBALL4note: 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: 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.particleCorresponding name: FX_GEN_FIREBALL_DRAGON1 FX_GEN_FIREBALL_DRAGON2 FX_GEN_FIREBALL_DRAGON3 FX_GEN_FIREBALL_DRAGON4note: 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: 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.particleCorresponding name: FX_GEN_MISSILE1 FX_GEN_MISSILE2 FX_GEN_MISSILE3 FX_GEN_MISSILE4note: Image shows 4 distinct FX that are very similar to each other.screenshot example: particle scripts: fx_qfx_cast.particleCorresponding name: FX_QFX_CASTnote: These are super cool looking FX and the only FX_QFX that are not of environmental nature. Unaffected by casters hand position.screenshot example: particle scripts: fx_gen_frostring1.particle fx_gen_frostring2.particle fx_gen_frostring3.particleCorresponding name: FX_GEN_FROSTAURA FX_GEN_FROSTRINGnote: 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: 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.particleCorresponding name: FX_GEN_NOVA1 FX_GEN_NOVA2 FX_GEN_NOVA3 FX_GEN_NOVA4note: 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: particle scripts: fx_gen_spawn1.particle fx_gen_spawn2.particle fx_gen_spawn3.particle fx_gen_spawn4.particleCorresponding name: FX_GEN_SPAWN1 FX_GEN_SPAWN2 FX_GEN_SPAWN3 FX_GEN_SPAWN4note: 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: particle scripts: fx_gen_spawn1_i.particle fx_gen_spawn2_i.particle fx_gen_spawn3_i.particle fx_gen_spawn4_i.particleCorresponding name: FX_GEN_SPAWN1_I FX_GEN_SPAWN2_I FX_GEN_SPAWN3_I FX_GEN_SPAWN4_Inote: 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: fx_gen_berserker.particle fx_gen_stomp.particlefx_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.particleCorresponding 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_TESTnote: 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: 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.particleCorresponding 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_Inote: 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: 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.particleCorresponding name: FX_ALIENSMOKEnote: These are casting FX, not spell FX despite the missing _C suffix.screenshot example: particle scripts: fx_kehlenreisser.particleCorresponding name: FX_KEHLENREISSERnote: 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: 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: 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.particleCorresponding name: FX_GEN_WENIGER_HEILUNGnote: 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: particle scripts: fx_gen_buf_deakt.particle fx_gen_buf_deakt2.particleCorresponding name: FX_GEN_BUFF_DEAKTnote: Yes, the FX name doesn't completely fit the particle script names, it's one f off.screenshot example: particle scripts: fx_gen_speedup.particleCorresponding name: FX_GEN_SPEEDUPnote: 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: particle scripts: fx_gen_slowdown.particleCorresponding name: FX_GEN_SLOWDOWNnote: 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: FX_BOOST --auto-trigger FX for consumables. NOT force-triggerable. particle scripts: noneCorresponding name: FX_GEN_MEHR_VWnote: 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: particle scripts: noneCorresponding name: FX_GEN_MEHR_AWnote: 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: particle scripts: noneCorresponding name: FX_ENEMY_SPIKESHIELD_Cnote: These are hardcoded FX that trigger automatically on reflecting auras and buffs that don't have other FX. Also force-triggerable.screenshot example: Spell effects: Spoiler particle scripts: noneCorresponding name: FX_GEN_MANALEACHscreenshot example: particle scripts: noneCorresponding name: FX_GEN_LIFELEACHnote: Ignore the fog, it's not part of the FX.screenshot example: particle scripts: fx_dot_phys.particle fx_dot_phys2.particleCorresponding name: FX_DOT_PHYSscreenshot example: particle scripts: fx_dot_fire.particle fx_dot_fire2.particleCorresponding name: FX_DOT_FIREscreenshot example: particle scripts: fx_dot_magic.particle fx_dot_magic2.particleCorresponding name: FX_DOT_MAGICscreenshot example: particle scripts: fx_dot_poison.particle fx_dot_poison2.particleCorresponding name: FX_DOT_POISONscreenshot example: particle scripts: fx_dot_ice.particle fx_dot_ice2.particleCorresponding name: FX_DOT_ICEscreenshot example: particle scripts: fx_gen_bluten.particleCorresponding name: FX_GEN_BLUTENnote: FX don't end until you teleport or end the game.screenshot example: particle scripts: fx_gen_critical_hit.particleCorresponding name: FX_GEN_CRITICAL_HITscreenshot example: particle scripts: fx_gen_ohnmacht.particle fx_gen_ohnmacht2.particleCorresponding name: FX_GEN_OHNMACHTscreenshot example: particle scripts: fx_gen_schwaechung.particleCorresponding name: FX_GEN_SCHWAECHUNGscreenshot example: particle scripts: fx_gen_stun.particle fx_gen_stun2.particleCorresponding name: FX_GEN_STUNscreenshot example: General effects: Spoiler particle scripts: fx_levelup1.particle fx_levelup2.particle fx_levelup3.particleCorresponding name: FX_LEVELUPscreenshot example: particle scripts: fx_gen_castblock.particleCorresponding name: FX_GEN_CASTBLOCKLnote: These are hardcoded FX that trigger automatically on certain but yet unknown spells that don't have other FX. Also force-triggerable.screenshot example: particle scripts: fx_gen_transform.particle fx_gen_transform1.particle fx_gen_transform2.particleCorresponding name: FX_GEN_TRANSFORMnote: These are hardcoded FX that trigger automatically on enemies bein T-mutated. Also force-triggerable.screenshot example: SFX: These FX are audio only. Spoiler particle scripts: fx_enemy_t_cone_stone_attach.particle fx_enemy_t_cone_stone_attach2.particleCorresponding name: FX_ENEMY_T_CONE_STONE_ATTACH_Cnote: 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.particleCorresponding name: FX_GHOSTTELEKINESE_Cnote: 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.particleCorresponding name: FX_WATERDROPS1note: These are audio only FX (SFX). They sound like a waterdrop hitting the ground of some cave. particle scripts: fx_blooddrops1.particle fx_blooddropsdrop1.particleCorresponding name: FX_BLOODDROPS1note: 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 FX_LEAFFLUSH particle scripts: fx_gen_frag.particleCorresponding name: FX_GEN_FRAGscreenshot example: particle scripts: fx_gen_frag_black.particle fx_gen_frag_p_black.particleCorresponding name: FX_GEN_FRAG_BLACKscreenshot example: particle scripts: fx_gen_frag_dust.particleCorresponding name: FX_GEN_FRAG_DUSTscreenshot example: particle scripts: fx_gen_frag_ghost.particle fx_gen_frag_p_ghost.particleCorresponding name: FX_GEN_FRAG_GHOSTscreenshot example: particle scripts: fx_gen_frag_green.particle fx_gen_frag_p_green.particleCorresponding name: FX_GEN_FRAG_GREENscreenshot example: particle scripts: fx_gen_frag_p.particleCorresponding name: FX_GEN_FRAG_Pnote: 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: particle scripts: fx_test.particleCorresponding name: FX_TESTnote: 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: 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.particleCorresponding name: FX_FOUNTAIN1 FX_FOUNTAIN2 FX_FOUNTAIN3 FX_FOUNTAIN4 FX_FOUNTAIN5 FX_FOUNTAIN6 FX_FOUNTAIN7 FX_FOUNTAIN8 FX_FOUNTAIN9note: Image shows 9 distinct FX that are very similar to each other.screenshot example: particle scripts: fx_fountain2_blood.particle fx_fountain7_blood.particle fx_fountain8_blood.particleCorresponding name: FX_FOUNTAIN2_BLOOD FX_FOUNTAIN7_BLOOD FX_FOUNTAIN8_BLOODnote: Image shows 3 distinct FX that are very similar to each other.screenshot example: 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.particleCorresponding name: FX_GEYSER_WATER1 FX_GEYSER_WATER2 FX_GEYSER_WATER3note: Image shows 3 distinct FX that are very similar to each other.screenshot example: particle scripts: fx_lava1.particle fx_lava1mover.particleCorresponding name: FX_LAVA1note: 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: particle scripts: fx_pusteblume.particleCorresponding name: FX_PUSTEBLUMEnote: Unaffected by casters hand position.screenshot example: particle scripts: fx_qfx_dreckigesWasser.particle fx_qfx_dreckigesWasser2.particleCorresponding name: FX_QFX_DRECKIGESWASSERscreenshot example: particle scripts: fx_qfx_fliegenschwarm.particleCorresponding name: FX_QFX_FLIEGENSCHWARMnote: 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: particle scripts: fx_reagenzglas.particle fx_reagenzglas2.particleCorresponding name: FX_REAGENZGLASnote: 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: particle scripts: fx_solarsystem.particle fx_solarsystemfire.particleCorresponding name: FX_SOLARSYSTEMnote: 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: 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.particleCorresponding name: FX_TLECKscreenshot example: particle scripts: fx_waterdash.particle fx_waterdash2.particleCorresponding name: FX_WATERDASHscreenshot example: particle scripts: fx_windblownleafs.particleCorresponding name: FX_WINDBLOWNLEAFSnote: Unaffected by the casters hand position.screenshot example: 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.particleCorresponding name: FX_SCULPTINGnote: 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: FX_FLYINGBATS FX_GROUNDFOGBLUE --unstable Environmental FX_GROUNDFOGGREEN FX_GROUNDFOGGREY FX_GROUNDFOGRED FX_RUNNINGBUGS particle scripts: fx_desertdust.particleCorresponding name: FX_DESERTDUSTnote: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.screenshot example: particle scripts: fx_test.particleCorresponding name: fx_fallingsand1.particlescreenshot example: particle scripts: fx_fallingsand2.particleCorresponding name: FX_FALLINGSAND2screenshot example: particle scripts: fx_fallingsand3.particleCorresponding name: FX_FALLINGSAND3screenshot example: 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.particleCorresponding name: FX_LAVAFALL1note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.screenshot example: 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.particleCorresponding name: FX_LAVAFALL2note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.screenshot example: particle scripts: fx_portal1_oben.particle fx_portal1_start.particle fx_portal1_unten.particleCorresponding name: FX_PORTAL1screenshot example: particle scripts: fx_portal2.particleCorresponding name: FX_PORTAL2screenshot example: particle scripts: fx_smokebigblack.particle fx_smokemediumblack.particle fx_smokesmallblack.particle fx_smokesmallblack2.particleCorresponding name: FX_SMOKEBIGBLACK FX_SMOKEMEDIUMBLACK FX_SMOKESMALLBLACK FX_SMOKESMALLBLACK2note: Image shows 4 distinct FX that are very similar to each other.screenshot example: particle scripts: fx_smokebiggrey.particle fx_smokemediumgrey.particle fx_smokesmallgrey.particle fx_smokesmallgrey2.particleCorresponding name: FX_SMOKEBIGGREY FX_SMOKEMEDIUMGREY FX_SMOKESMALLGREY FX_SMOKESMALLGREY2note: Image shows 4 distinct FX that are very similar to each other.screenshot example: particle scripts: fx_smokemediumwhite.particle fx_smokesmallwhite.particle fx_smokesmallwhite2.particleCorresponding name: FX_SMOKEMEDIUMWHITE FX_SMOKESMALLWHITE FX_SMOKESMALLWHITE2note: 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: particle scripts: fx_waterbubbles.particleCorresponding name: FX_WATERBUBBLESscreenshot example: 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.particleCorresponding name: FX_WATERFALL1note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.screenshot example: particle scripts: fx_waterfall2.particle fx_waterfall2blobs.particle fx_waterfall2foam.particle fx_waterfall2foamtop.particle fx_waterfall2rings.particleCorresponding name: FX_WATERFALL2note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position.screenshot example: Color coding: Yellow - these particle scripts have a possible corresponding merged spells.txt FX entry listBlue - 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 January 26 by Lindor 1 Quote Link to post
Lindor 84 Posted January 18 Author Share Posted January 18 (edited) 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 January 25 by Lindor 1 Quote Link to post
Flix 4,420 Posted February 3 Share Posted February 3 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. Quote Link to post
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