Popular Post Lindor 574 Posted December 28, 2020 Popular Post Posted December 28, 2020 Hello modding community Today I have an in my mind most interesting piece of information for you. Inspired by Flix's S2EE 3.0, a few days back I posted a lists all particle script file names in the "Various questions to blueprint.txt and file spreadsheet downloads" topic. General idea is to reverse engineer all possible unused spell FX, and this is now supposed to be the next step. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Part I: Listing all ingame used spell FX --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I wrote a little Lua Script that would give me all the used FX in spells.txt, all doubles sorted out and in alphabetical order. I did that for the CM-patch, S2EE 3.0 CORE, S2EE 3.0 Alternate Spells module and D2F v14's spells.txt. Although there are more than a thousand spells defined in each file which could give more than 4000 different FX, there are little more only 353 different used FX defined, leaving over 91.175% as double-used or empty. Then I merged them all into a single File with another lua script, resulting in a list of all ingame used FX names from CM and S2EE 3.0, CORE and AS: Spoiler FX_ARROW FX_ARROW_C FX_AURA_ENERGYLEECH FX_BERSERKER_ZERFETZEN_C FX_BOSSGOLEM_EARTHQUAKE FX_BOSSGOLEM_EARTHQUAKE_C FX_BOSSGOLEM_SHOCKWAVE FX_BOSSGOLEM_SHOCKWAVE_C FX_BOSSGOLEM_SHOCKWAVE_SHOT FX_BOSSGOLEM_STONETHROW FX_BOSSGOLEM_STONETHROW_C FX_CM_BLITZKETTE FX_CM_EXPLOSION FX_CM_KAELTEAURA FX_CM_TELEPORT FX_DG_FEUERATEM1 FX_DG_FEUERATEM2 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_ENERGIEBRAND FX_DM_ENERGIEBRAND_C FX_DM_EWIGESFEUER FX_DM_EWIGESFEUER_C 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_C FX_DM_MORPH_DRAGON FX_DM_MORPH_DRAGON_C FX_DM_MORPH_MOUNT FX_DM_MORPH_MOUNT_C FX_DM_SCHUTZRUNEN FX_DM_SCHUTZRUNEN_C FX_DM_VERTRAUER FX_DM_VERTRAUTER FX_DM_VERTRAUTER_C FX_DM_WALL FX_DM_WALL_C FX_DM_WINDSTOSS FX_DM_WINDSTOSS_C FX_DM_WIRBELWIND FX_DM_WIRBELWIND_C 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_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_EE_MAGIC FX_EE_MAGIC_C FX_ENEMY_BLIND FX_ENEMY_ELECTRICITY_SHOCK_C FX_ENEMY_SPIKESHIELD_C FX_ENEMY_WHIT_VERLANGSAMEN FX_ENEMY_WHIT_ZERFETZEN_C FX_EYE_EXPLOSION FX_EYE_WIRBELWIND FX_FD_BLITZKETTE FX_FD_laser_C FX_FD_SONIC FX_FD_SONIC_I FX_FD_TSCHUSS_L FX_FD_TSCHUSS_R FX_FEUERREGEN FX_FIREDEMON_ERUPTION FX_FIREDEMON_ERUPTION_C FX_FIREDEMON_ERUPTION_C FX_FIREDEMON_LAVACRACK FX_FIREDEMON_LAVACRACK_C FX_FIREDEMON_SMASH FX_FIREDEMON_TELEPORT FX_FM_CLOUD FX_FM_FOUNTAIN FX_FM_MINION FX_GEN_BERSERKER FX_GEN_BUFF_DEAKT FX_GEN_FIREBALL_DRAGON1 FX_GEN_FIREBALL_DRAGON2 FX_GEN_FIREBALL_DRAGON3 FX_GEN_FIREBALL_DRAGON4 FX_GEN_FIREBALL1 FX_GEN_FIREBALL2 FX_GEN_FIREBALL3 FX_GEN_FIREBALL4 FX_GEN_FIREBALL5 FX_GEN_FROSTAURA FX_GEN_FROSTRING FX_GEN_LIFELEACH FX_GEN_LIFELEACH FX_GEN_MANALEACH FX_GEN_MEHR_AW 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_ROOT FX_GEN_SLOWDOWN FX_GEN_SPAWN1_I FX_GEN_SPAWN2_I FX_GEN_SPAWN3_I FX_GEN_SPAWN4_I FX_GEN_SPEEDUP FX_GEN_STOMP FX_GEN_TOTEM FX_GEN_TRAP_F FX_GEN_TRAP2 FX_GEN_TRAP3 FX_GEN_TRAP4 FX_GEN_TRAP5 FX_GEN_TRAP6 FX_GEN_TRAP7 FX_GEN_TRAP8 FX_GEN_WENIGER_HEILUNG FX_GEN_WIND FX_GHOSTSHOCK FX_GHOSTSHOCK_C FX_GHOSTSHOCK2 FX_GHOSTSHOCK2_C FX_GIFTFONTAINE_C FX_GIFTSPRITZEN FX_GS_DAEMON FX_GS_DAEMON_C FX_GS_DROHNEN FX_GS_DROHNEN_C FX_GS_ERHELLEN FX_GS_ERHELLEN_C 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_FEUERBALL FX_HE_FEUERBALL_C FX_HE_FEUERDAEMON FX_HE_FEUERDAEMON_C FX_HE_FEUERHAUT FX_HE_FEUERHAUT_C FX_HE_FEUERHAUT_C FX_HE_FEUERSTURM FX_HE_FEUERSTURM_C FX_HE_FROSTSCHLAG FX_HE_FROSTSCHLAG_C FX_HE_KRISTALLHAUT FX_HE_KRISTALLHAUT_C FX_HE_MAGISCHERSCHLAG FX_HE_MAGISCHERSCHLAG_C FX_HE_METEOR FX_HE_METEOR_C 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_HEAL FX_HEAL_C FX_HORSE_RAMMING 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_SCHAENDUNG_C FX_INQ_SEELENFAENGER FX_INQ_SEELENFAENGER_C FX_INQ_SEELENRAUB FX_INQ_SEELENRAUB_C FX_INQ_VERGELTUNG FX_INQ_VERGELTUNG_C FX_INQ_VERSKLAVUNG FX_INQ_VERSKLAVUNG_C FX_LANDSLIDE FX_MM_AKTIVSTRAHL FX_MM_SCHOCKWELLE FX_MM_SPRUEHEN FX_MM_STAMPFEN FX_PH_DRAGONFIRE FX_PH_PULL FX_PH_SHIELD_RAY_A FX_SANDPEOPLE_SCHLACHTSCHREI FX_SANDPEOPLE_SCHLACHTSCHREI_C FX_SC_DRECKWOLKE FX_SC_SCHILD FX_SC_SCHILD FX_SC_STACHEL 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_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_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_SIMPLELIGHT3 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_KAMPFBEFEHL FX_SK_KAMPFBEFEHL_C FX_SK_KAMPFRAUSCH FX_SK_KAMPFRAUSCH_C FX_SK_KAMPFRUF FX_SK_KAMPFRUF_C FX_SK_KOHORTE FX_SK_KOHORTE_C FX_SK_PROVOZIEREN FX_SK_PROVOZIEREN_C FX_SK_STANDARTE FX_SK_STANDARTE_C FX_SK_TODESKAELTE FX_SK_TODESKAELTE_C FX_SK_UMLENKUNG FX_SK_UMLENKUNG_C FX_SK_UNTERSTUETZUNG FX_SK_UNTERSTUETZUNG_C FX_SK_WILLENSSTAERKE FX_SK_WILLENSSTAERKE_C FX_SKELETON_FIRESHIELD FX_SKELETON_ROOT FX_SKELETON_ROOT_C FX_SKELETONFEAR FX_SKELETONFEAR_C FX_SKELETONHEAL FX_SPINNENNETZ FX_SPINNENNETZ_C FX_THROW_GENERIC FX_TROLLROCK FX_TROLLROCK_C FX_TW_ARCHIMEDISSTRAHL FX_TW_ARCHIMEDISSTRAHL_C FX_TW_CAST_L FX_TW_CAST_M FX_TW_EISESKAELTE FX_TW_EISESKAELTE_C FX_TW_ENERGIENETZ FX_TW_ENERGIENETZ_C FX_TW_FLAMMENWERFER FX_TW_FLAMMENWERFER_C FX_TW_GLUTHITZE FX_TW_GLUTHITZE_C 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_WC_ELECTRO_ARM FX_WC_ELEKTRO_KOPF FX_WC_TINTENSTRAHL FX_WC_WELLE FX_WPN_SHOOT1_BLUE FX_WPN_SHOOT1_GOLD FX_WPN_SHOOT2_BLUE FX_ZOMBIE_ICEATEM_C FX_ZOMBIE_PESTATEM_C FX_ZOMBIE_SCHLEIMBATZEN_C I still have the four unmerged lists, ask me if you're interested. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Part II: Sorting the particle scripts --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- unsuccessfully tested particle scripts: Spoiler fx_blood1_black.particle fx_blood1_blue.particle fx_blood1_ghost.particle fx_blood1_green.particle fx_blood1_yellow.particle fx_blood1.particle fx_blood2.particle 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_burningskin.particle fx_butterfly.particle fx_candlelight.particle fx_chestringa.particle fx_chestringb.particle fx_chestringg.particle fx_chestringr.particle fx_chestringw.particle fx_def_machine1_1.particle fx_def_machine1_2.particle fx_def_machine1_dunst1.particle fx_def_machine1_dunst2.particle fx_def_machine1_dunst3.particle fx_def_machine2_1.particle fx_def_machine2_dunst1.particle fx_def_machine2_dunst2.particle fx_def_machine2_dunst3.particle fx_eiterblase_ripple.particle fx_eiterblase_ripple2.particle fx_eiterblase_splash.particle fx_eiterblase.particle fx_enemy_heal2_c.particle --note: they could be additional particle sripts for FX_ENEMY_HEAL and FX_ENEMY_HEAL_C fx_enemy_heal2.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_fallingleafs.particle fx_fireblue_large.particle fx_fireblue.particle fx_firegreen.particle fx_fireshield_c.particle fx_fireshield2_c.particle fx_firestep.particle fx_footstep_dust.particle fx_footstep_stones_small.particle fx_footstep_stones.particle fx_footstep_water.particle fx_footstep_waterripples.particle fx_footsteps_waterripples.particle fx_gen_armorset_bad.particle fx_gen_armorset_good.particle fx_gen_frag_armor_g.particle fx_gen_frag_armor_g2.particle fx_gen_frag_armor_s.particle fx_gen_frag_armor_s2.particle fx_gen_frag_blubber.particle fx_gen_frag_blue.particle fx_gen_frag_c.particle fx_gen_frag_c2.particle fx_gen_frag_eye.particle fx_gen_frag_p_armor_g.particle fx_gen_frag_p_armor_s.particle fx_gen_frag_p_blubber.particle fx_gen_frag_p_blue.particle fx_gen_frag_p_eye.particle fx_gen_frag_p_sparcle.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_ghostheart.particle --note: I had high hopes here, probably try it again with other spellclasses? fx_ghostreanim_impact.particle fx_ghostreanim_impact2.particle fx_ghostreanim_trail.particle fx_ghostshock3.particle fx_ghoulblocken1.particle fx_ghoulblocken2.particle fx_ghoulblocken3.particle fx_ghoulblocken4.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_glowingchrystalblips.particle fx_glowingmushroomblips.particle 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_gruenerdunst_blobs.particle fx_gruenerdunst_greenglow.particle fx_gruenerdunst.particle fx_hemnt_glitzern.particle fx_hemnt_glitzernBig.particle fx_hexentopf_blobs.particle fx_hexentopf_greenglow.particle fx_hexentopf.particle fx_hmnt_atem.particle fx_hmnt_atem2.particle fx_irrlicht.particle fx_irrlicht2.particle fx_lava2.particle --note: crashed my game fx_lava3.particle --note: can't remember whether I really tested them, but I think yes. fx_lavaburst.particle fx_lightdust.particle fx_lightdust2.particle fx_lightdust2a.particle fx_lightdust2b.particle fx_lightdust2g.particle fx_lightdust2r.particle fx_lightdust2w.particle fx_qfx_blitzvomhimmel.particle fx_qfx_blitzvomhimmel2.particle fx_qfx_respawnstone.particle fx_schleimblase_ripple.particle fx_schleimblase_ripple2.particle fx_schleimblase_splash.particle fx_schleimblase.particle fx_schmiedofenfeuer.particle fx_sera_mystique.particle fx_skel_staff.particle fx_skeleton_hardhit_i.particle fx_skeleton_hardhit.particle fx_smokebigwhite.particle --note: this is the only smokebig I could not get to work, was maybe a mistake on my end fx_snowfall.particle --note: maybe it's there but it's just to subtle to see 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_streetlamp1.particle fx_streetlamp7_blobs.particle fx_streetlamp7_smoke.particle fx_streetlamp7.particle fx_summon.particle fx_tenergypfuetze_blitze.particle fx_tenergypfuetze_blobs.particle fx_tenergypfuetze_glow.particle fx_tenergypfuetze.particle fx_vergifteterbrunnen_blobs.particle --note: there's a shadow path quest in the high elf region which probably uses these three FX fx_vergifteterbrunnen_greenglow.particle fx_vergifteterbrunnen.particle fx_wispblips.particle fx_wispstar.particle fx_wpn_fire.particle fx_wpn_fire2.particle fx_wpn_fire3.particle fx_wpn_ice.particle fx_wpn_ice2.particle fx_wpn_magic.particle fx_wpn_poison.particle fx_wpn_poison2.particle fx_wpn_poison3.particle fx_wpn_smoke.particle x_stone_streak.particle successfully tested particle scripts: Spoiler fx_aliensmoke_blobs.particle fx_aliensmoke_greenglow.particle fx_aliensmoke.particle fx_areafire1.particle fx_areafire2.particle fx_areafire3.particle fx_arrow.particle fx_blooddrops1.particle fx_blooddropsdrop1.particle fx_blue1.particle fx_boost.particle fx_cobold_fumble_c.particle fx_cobold_fumble_i.particle fx_cobold_fumble_i2.particle fx_death_bloodskull.particle fx_death_eod_servant1.particle fx_death_eod_servant2.particle fx_desertdust.particle fx_dot_fire.particle fx_dot_fire2.particle fx_dot_ice.particle fx_dot_ice2.particle fx_dot_magic.particle fx_dot_magic2.particle fx_dot_phys.particle fx_dot_phys2.particle fx_dot_poison.particle fx_dot_poison2.particle fx_ee_magic_c.particle fx_enemy_blind.particle fx_enemy_eshock_i.particle fx_enemy_heal_c.particle fx_enemy_heal.particle fx_enemy_spikeshield.particle fx_enemy_t_cone_stone_attach.particle fx_enemy_t_cone_stone_attach2.particle fx_enemy_tenergy_explosion.particle fx_enemy_tenergy_explosion2.particle fx_enemy_verlangsamen.particle fx_entzuenden_c.particle fx_entzuenden_c2.particle fx_entzuenden_fire_small.particle fx_entzuenden_fire.particle fx_eye_explosion.particle fx_eye_wirbeln.particle fx_fallingsand1.particle fx_fallingsand2.particle fx_fallingsand3.particle fx_federnlassen.particle fx_feuerregen_einschlag.particle fx_feuerregen_fire.particle fx_feuerregen.particle fx_fire1.particle fx_fire2.particle fx_fire3.particle fx_fire4.particle fx_fire5.particle fx_flyingbats.particle fx_fountain1.particle fx_fountain2_blood.particle fx_fountain2.particle fx_fountain3.particle fx_fountain4.particle fx_fountain5.particle fx_fountain6.particle fx_fountain7_blood.particle fx_fountain7.particle fx_fountain8_blood.particle fx_fountain8.particle fx_fountain9.particle fx_frostkreis_c.particle fx_frostkreis.particle fx_frostkreis2_c.particle fx_frostkreis2.particle fx_frostschock_c.particle fx_frostschock_i.particle fx_frostschock.particle fx_frostschock2.particle fx_gen_areaschaden.particle fx_gen_areaschaden2.particle fx_gen_bluten.particle fx_gen_castblock.particle fx_gen_critical_hit.particle fx_gen_fireball5.particle fx_gen_frag_black.particle fx_gen_frag_dust.particle fx_gen_frag_ghost.particle fx_gen_frag_green.particle fx_gen_frag_p_black.particle fx_gen_frag_p_ghost.particle fx_gen_frag_p_green.particle fx_gen_frag_p.particle fx_gen_frag.particle fx_gen_mirror_arrow.particle fx_gen_mirror_magic.particle fx_gen_ohnmacht.particle fx_gen_ohnmacht2.particle fx_gen_schwaechung.particle fx_gen_stun.particle fx_gen_stun2.particle fx_gen_tmutate.particle fx_gen_tprison.particle fx_gen_transform.particle fx_gen_transform1.particle fx_gen_transform2.particle fx_gen_trap1_i.particle fx_gen_trap1.particle 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 fx_ghostscream_c.particle fx_ghostscream_c2.particle fx_ghostshock1.particle fx_ghostshock2.particle fx_ghosttelekinese_impact.particle fx_ghosttelekinese_raise.particle fx_giftfontaine_c.particle fx_giftspritzen_i.particle fx_giftspritzen.particle fx_giftspritzen2_i.particle fx_gluehendeasche.particle fx_gluehendeasche2.particle fx_heal_c.particle fx_heal.particle fx_heal2.particle fx_heal3.particle fx_horse_ramming.particle fx_kehlenreisser.particle fx_klauenangriff.particle fx_klauenangriff2.particle fx_klauenangriff3.particle fx_klauenangriff4.particle fx_klauenangriff5.particle fx_lava1.particle fx_lava1mover.particle 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 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 fx_leafflush.particle fx_levelup1.particle fx_levelup2.particle fx_levelup3.particle fx_lifeleech_c.particle fx_magiclight.particle fx_oilfire1.particle fx_oilfire2.particle fx_oilfire3.particle fx_pestbeule_c.particle fx_pestbeule_i.particle fx_pestbeule1.particle fx_ph_meteor.particle fx_ph_meteoreinschlag.particle fx_portal1_oben.particle fx_portal1_start.particle fx_portal1_unten.particle fx_portal2.particle fx_pusteblume.particle fx_qfx_cast.particle fx_qfx_dreckigesWasser.particle fx_qfx_dreckigesWasser2.particle fx_qfx_fliegenschwarm.particle fx_reagenzglas.particle fx_reagenzglas2.particle fx_runningbugs.particle fx_sandpeaople_warcry1_c.particle fx_sandpeaople_warcry1.particle fx_sandpeaople_warcry2_c.particle fx_sandpeaople_warcry2.particle fx_sculpting.particle fx_skeletonfear.particle fx_skeletonfireshield.particle fx_skeletonfrostshield.particle fx_skeletonheal.particle fx_skeletonpoisonshield.particle fx_skeletonroot_c.particle fx_skeletonroot.particle fx_smokebigblack.particle fx_smokebiggrey.particle fx_smokemediumblack.particle fx_smokemediumgrey.particle fx_smokemediumwhite.particle fx_smokesmallblack.particle fx_smokesmallblack2.particle fx_smokesmallgrey.particle fx_smokesmallgrey2.particle fx_smokesmallwhite.particle fx_smokesmallwhite2.particle fx_solarsystem.particle fx_solarsystemfire.particle fx_spinnenetz2_c.particle fx_spinnennetz_c.particle fx_spinnennetz2_c.particle fx_sppl_rise1.particle fx_sppl_rise2.particle fx_sppl_rise3.particle fx_sppl_rise4.particle fx_sppl_rise5.particle fx_test.particle fx_tleck_i.particle fx_tleck_i2.particle fx_tleck.particle fx_tleck2.particle fx_trollrock_i.particle fx_tstrahl_i1.particle fx_tstrahl_i2.particle fx_tstrahl1.particle fx_tstrahl2.particle fx_waterbubbles.particle fx_watercreature_sparkle_c.particle fx_watercreature_sparkle.particle fx_watercreature_steam_c.particle fx_watercreature_steam.particle fx_watercreature_tinte_c.particle fx_watercreature_water_c.particle fx_watercreature_water_c2.particle fx_watercreature_water.particle fx_watercreature_water2.particle fx_waterdash.particle fx_waterdash2.particle fx_waterdrops1.particle fx_waterdropsdrop1.particle 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 fx_waterfall2.particle fx_waterfall2blobs.particle fx_waterfall2foam.particle fx_waterfall2foamtop.particle fx_waterfall2rings.particle fx_windblownleafs.particle fx_wpn_signal.particle fx_zombie_iceatem_c.particle fx_zombie_pestatem_c.particle fx_zombie_schleimbatzen_c.particle fx_zombie_schleimbatzen2_c.particle x_gen_fireball1.particle x_gen_fireball2.particle x_gen_missile1.particle x_gen_missile2.particle x_gen_missile3.particle x_gen_missile4.particle particle scripts with a corresponding FX name in the merged list: Spoiler particle scripts that are linked to one of the FX merged list from Part I: Spoiler Used fx_gen: Spoiler fx_gen_berserker.particle fx_gen_buf_deakt.particle fx_gen_buf_deakt2.particle fx_gen_frostring1.particle fx_gen_frostring2.particle fx_gen_frostring3.particle fx_gen_missile1.particle fx_gen_missile2.particle fx_gen_missile3.particle fx_gen_missile4.particle 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 fx_gen_slowdown.particle fx_gen_spawn4_i.particle fx_gen_spawn4.particle fx_gen_speedup.particle fx_gen_stomp.particle fx_gen_trap_f.particle fx_gen_trap2_i.particle fx_gen_trap2.particle fx_gen_trap3_i.particle fx_gen_trap3.particle fx_gen_weniger_heilung.particle fx_gen_wind.particle fx_gen_wind2.particle fx_gen_wind3.particle I don't know exactly if and how the following FX belong to each other: spells.txt FX: FX_GEN_FIREBALL_DRAGON2 FX_GEN_FIREBALL1 FX_GEN_FIREBALL2 FX_GEN_FIREBALL3 FX_GEN_FIREBALL4 particle scripts: fx_gen_fireball1_dragon.particle fx_gen_fireball1_i_dragon.particle fx_gen_fireball1_i.particle fx_gen_fireball1_i2_dragon.particle fx_gen_fireball1_i2.particle fx_gen_fireball1.particle fx_gen_fireball2_dragon.particle fx_gen_fireball2_i_dragon.particle fx_gen_fireball2_i.particle fx_gen_fireball2_i2_dragon.particle fx_gen_fireball2_i2.particle fx_gen_fireball2.particle fx_gen_fireball3_dragon.particle fx_gen_fireball3_i_dragon.particle fx_gen_fireball3_i.particle fx_gen_fireball3_i2_dragon.particle fx_gen_fireball3_i2.particle fx_gen_fireball3.particle fx_gen_fireball4_dragon.particle fx_gen_fireball4_i_dragon.particle fx_gen_fireball4_i.particle fx_gen_fireball4_i2_dragon.particle fx_gen_fireball4_i2.particle fx_gen_fireball4.particle particle scripts for FX definitely used for NPC spells: Spoiler 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 Boss Spell particle scripts: Spoiler Gar'Colossus: fx_bossgolem_earthquake_groundhit.particle fx_bossgolem_earthsuck.particle fx_bossgolem_earthsuck_wave.particle fx_bossgolem_handfog_r.particle fx_bossgolem_shockwave.particle fx_bossgolem_shockwave_handclap.particle fx_bossgolem_shockwave_handflow.particle fx_bossgolem_shockwave_small.particle fx_bossgolem_stonethrow_explode.particle fx_bossgolem_stonethrow_floorexplode.particle fx_bossgolem_stonethrow_load.particle fx_bossgolem_tenergyball.particle fx_golem_earthquake_tenergy.particle fx_golem_handsshockwave.particle Facetteleon: fx_cm_blendungsstrahl1.particle fx_cm_blendungsstrahl2.particle fx_cm_blendungsstrahl3.particle fx_cm_blendungsstrahl4.particle fx_cm_explosion1.particle fx_cm_explosion2.particle fx_cm_explosion3.particle fx_cm_kaelteaura1.particle fx_cm_kaelteaura2.particle fx_cm_kaelteaura3.particle fx_cm_teleport.particle fx_cm_teleport1.particle fx_cm_teleport2.particle fx_cm_teleport3.particle Diaanja's Hellhound: fx_death_hellhound.particle fx_death_hellhound1.particle Boss_flyer and boss_flyerbase (probably Kral of the winged Demon's and his lightning pillars) fx_fd_blitzkettelighting.particle fx_fd_blitzkettesparkle.particle fx_fd_duesenstrahl.particle fx_fd_energy.particle fx_fd_energy2.particle fx_fd_energy3.particle fx_fd_energy_c.particle fx_fd_energy_c2.particle fx_fd_energy_einschlag.particle fx_fd_energy_i.particle fx_fd_energy_i2.particle fx_fd_energy_lightning.particle fx_fd_sonic_i.particle fx_fd_tschuss.particle fx_fd_tschuss_i.particle fx_fd_tschuss_i2.particle fx_fd_t_energy_c.particle fx_fd_t_energy_c2.particle fx_fd_t_energy_einschlag.particle Carnach and its kinds fx_firedemon_absorption.particle fx_firedemon_bodyburn.particle fx_firedemon_eruption_steam.particle fx_firedemon_eruption_tremor.particle fx_firedemon_fireball.particle fx_firedemon_fireball_impact.particle fx_firedemon_fireball_pathsplash.particle fx_firedemon_fireball_smokemediumblack.particle fx_firedemon_fireball_start.particle fx_firedemon_fireball_startpathsplash.particle fx_firedemon_fire_big.particle fx_firedemon_fire_small.particle fx_firedemon_floor.particle fx_firedemon_footstep.particle fx_firedemon_groundhit.particle fx_firedemon_handfire.particle fx_firedemon_homerun_1.particle fx_firedemon_homerun_2.particle fx_firedemon_lash0.particle fx_firedemon_lash1.particle fx_firedemon_lavaeruption0.particle fx_firedemon_lavaeruption1.particle fx_firedemon_smash.particle fx_firedemon_smash2.particle fx_firedemon_smash3.particle fx_firedemon_snuffle.particle fx_firedemon_staff.particle fx_firedemon_teleport.particle fx_firedemon_teleport1_c.particle fx_firedemon_teleport_c.particle fx_lavaburst.particle fx_lavaburst_balrog_eruption.particle fx_smokemediumblack_balrogeruption.particle fx_smokemediumblack_balrogfireball.particle Swirling Mist of Miasma: fx_fm_aufstehen.particle fx_fm_aufstehen2.particle fx_fm_cloud.particle fx_fm_cloud2.particle fx_fm_fountain.particle fx_fm_fountain2.particle fx_fm_idle_fog1.particle fx_fm_idle_fog2.particle fx_fm_idle_hand.particle fx_fm_idle_hand2.particle fx_fm_idle_head.particle fx_fm_idle_r1.particle fx_fm_idle_r2.particle fx_fm_idle_r3.particle fx_fm_minion.particle Garganthropod: fx_sc_burningdead.particle fx_sc_dreckwolke1.particle fx_sc_dreckwolke2.particle fx_sc_footstep.particle fx_sc_stachel.particle fx_kingscorpion_dust_c.particle fx_kingscorpion_dust_c2.particle fx_kingscorpion_dust_c3.particle fx_kingscorpion_sting.particle Nameless Guardians: fx_mm_aktivstrahl.particle fx_mm_aktivstrahlsparkle.particle fx_mm_aktivstrahlstrahl.particle fx_mm_aktivstrahlstrahl2.particle fx_mm_schockwelle.particle fx_mm_schockwelle2.particle fx_mm_spruehen.particle fx_mm_spruehen2.particle fx_mm_spruehen3.particle fx_mm_stampfen.particle Octagolamus: fx_wc_armhitswater_foam1.particle fx_wc_armhitswater_foam2.particle fx_wc_armhitswater_foam3.particle fx_wc_armhitswater_ripples1.particle fx_wc_armhitswater_ripples2.particle fx_wc_armhitswater_ripples3.particle fx_wc_armhitswater_splash1.particle fx_wc_armhitswater_splash2.particle fx_wc_armhitswater_splash3.particle fx_wc_tintenstrahlfoam_i.particle fx_wc_tintenstrahlripples_i.particle fx_wc_wave_foam.particle fx_wc_wave_ripples.particle fx_wc_wave_splash.particle fx_wc_welle_blobs.particle Playable Character's spells FX: Spoiler Dryad: Spoiler fx_dr_cast_k.particle fx_dr_cast_k2.particle fx_dr_cast_k3.particle fx_dr_cast_m.particle fx_dr_cast_m2.particle fx_dr_feueratem1.particle fx_dr_feueratem2.particle fx_dr_feueratem2_1.particle fx_dr_feueratem2_2.particle fx_dr_feueratem2_3.particle fx_dr_feueratem3.particle fx_dr_feueratem4.particle fx_dr_fluchdesverderbens_c.particle fx_dr_handauflegen_c.particle fx_dr_handauflegen_c2.particle fx_dr_krankheit.particle fx_dr_krankheit_c.particle fx_dr_krankheit_c2.particle fx_dr_projektilfokus.particle fx_dr_projektilfokus_c.particle fx_dr_projektilfokus_c2.particle fx_dr_quaelen.particle fx_dr_quaelen2.particle fx_dr_rindenhaut_c.particle fx_dr_rindenhaut_c2.particle fx_dr_voodoototem_c.particle fx_dr_wacherverstand_c.particle fx_dr_wirbeln.particle fx_dr_wucherwurzel.particle fx_dr_wucherwurzel2.particle fx_dr_wucherwurzel3.particle fx_dr_wucherwurzel_c.particle fx_dr_zombie.particle fx_dr_zombie_c.particle fx_dr_zombie_c2.particle fx_schrumpfkopf.particle fx_schrumpfkopf_blobs.particle fx_schrumpfkopf_greenglow.particle Seraphim: Spoiler fx_se_beeeffgee_c.particle fx_se_befluegeln.particle fx_se_befluegeln_c.particle fx_se_befluegeln_c2.particle fx_se_bekehrung.particle fx_se_bekehrung_c.particle fx_se_blitz_i.particle fx_se_blitz_i2.particle fx_se_cast_k.particle fx_se_cast_l.particle fx_se_cast_m.particle fx_se_energieschild_c.particle fx_se_energieschild_c2.particle fx_se_heilen.particle fx_se_heilen2.particle fx_se_heilen3.particle fx_se_heilen_c.particle fx_se_kampfhaltung_c.particle fx_se_kampfhaltung_c2.particle fx_se_lichtaura.particle fx_se_lichtsaeule.particle fx_se_lichtsaeule_c.particle fx_se_lichtsaeule_c2.particle fx_se_schockwelle.particle fx_se_schwertfeuer.particle fx_se_schwertfeuer_c.particle Dragonmage: Spoiler fx_dm_firestep.particle fx_dm_firestep1.particle fx_dm_magischerwall.particle fx_dm_mahlstrom.particle fx_dm_morph.particle fx_dm_wirbeln.particle fx_dm_zerstoerer_explosion.particle fx_dm_zerstoerer_spawn.particle Shadow Warrior: Spoiler fx_energyhand.particle fx_sk_cast_k.particle fx_sk_cast_k2.particle fx_sk_cast_l.particle fx_sk_cast_l2.particle fx_sk_cast_m.particle fx_sk_cast_m2.particle fx_sk_geisterhand_c.particle fx_sk_geistform.particle fx_sk_kampfbefehl.particle fx_sk_kampfrausch.particle fx_sk_kampfrausch_c.particle fx_sk_kampfruf_c.particle fx_sk_kampfruf_c2.particle fx_sk_kohorte.particle fx_sk_kohorte_c.particle fx_sk_kohorte_c2.particle fx_sk_provozieren.particle fx_sk_provozieren2.particle fx_sk_provozieren_c.particle fx_sk_provozieren_c2.particle fx_sk_standarte.particle fx_sk_standarte_c.particle fx_sk_todeskaelte_s.particle fx_sk_umlenkung.particle fx_sk_umlenkung_c.particle fx_sk_unterstuetzung.particle fx_sk_unterstuetzung_c.particle fx_sk_willensstaerke_c1.particle fx_sk_willensstaerke_c2.particle High Elf: Spoiler fx_he_bannkreis.particle fx_he_bannkreis2.particle fx_he_bannkreis_c.particle fx_he_cast_k.particle fx_he_cast_m.particle fx_he_eissplitter.particle fx_he_eissplitter_c.particle fx_he_energieblitz_c.particle fx_he_energieblitz_i.particle fx_he_energieblitz_i2.particle fx_he_fd_feuerball.particle fx_he_feuerball.particle fx_he_feuerball_c.particle fx_he_feuerball_c2.particle fx_he_feuerball_i.particle fx_he_feuerball_i2.particle fx_he_feuerdaemon_c.particle fx_he_feuerdaemon_c2.particle fx_he_feuerhaut_c.particle fx_he_feuersturm.particle fx_he_feuersturm2.particle fx_he_feuersturm_c.particle fx_he_feuersturm_c2.particle fx_he_frostschlag.particle fx_he_frostschlag_c.particle fx_he_frostschlag_c2.particle fx_he_frostschlag_i.particle fx_he_frostschlag_i2.particle fx_he_kristallhaut_c.particle fx_he_kristallhaut_c2.particle fx_he_kristallhaut_c3.particle fx_he_magischerschlag.particle fx_he_meteor.particle fx_he_meteor_c.particle fx_he_meteor_i.particle fx_he_nebelform_c.particle fx_he_regenerationskraft1.particle fx_he_regenerationskraft2.particle fx_he_regeneratiosnkraft1.particle fx_he_schneesturm.particle fx_he_schneesturm2.particle fx_he_schneesturm_c.particle fx_he_teleport_c.particle Inquisitor: Spoiler fx_inq_cast_k.particle fx_inq_cast_l.particle fx_inq_cast_m.particle fx_inq_doppelgaenger_c.particle fx_inq_eifer_c.particle fx_inq_eifer_c2.particle fx_inq_entsetzen_c.particle fx_inq_kasteiung_c.particle fx_inq_kasteiung_c2.particle fx_inq_pranger.particle fx_inq_schaendung.particle fx_inq_schaendung_c.particle fx_inq_schaendung_c2.particle fx_inq_schaendung_p.particle fx_inq_seelenfaenger.particle fx_inq_seelenfaenger2.particle fx_inq_seelenfaenger_c.particle fx_inq_seelenfaenger_s.particle fx_inq_seelenraub_c.particle fx_inq_seelenraub_c2.particle fx_inq_vergeltung.particle fx_inq_vergeltung_c.particle fx_inq_vergeltung_c2.particle fx_inq_versklavung_c.particle Temple Guardian: Spoiler fx_tw_archimedisstrahl_i.particle fx_tw_archimedisstrahl_i2.particle fx_tw_archimedisstrahl_i3.particle fx_tw_eiseskaelte.particle fx_tw_eiseskaelte2.particle fx_tw_eiseskaelte2_s.particle fx_tw_eiseskaelte3.particle fx_tw_eiseskaelte3_s.particle fx_tw_eiseskaelte4.particle fx_tw_eiseskaelte_s.particle fx_tw_energienetz_s.particle fx_tw_energienetz_s2.particle fx_tw_flammenwerfer.particle fx_tw_flammenwerfer_c.particle fx_tw_gluthitze.particle fx_tw_gluthitze2.particle fx_tw_gluthitze_s.particle fx_tw_gluthitze_s2.particle fx_tw_gluthitze_s3.particle fx_tw_levitieren.particle fx_tw_levitieren_c.particle fx_tw_mutieren.particle fx_tw_mutieren2.particle fx_tw_mutieren3.particle fx_tw_mutieren4.particle fx_tw_projektil_c.particle fx_tw_schoepfungsschlag.particle fx_tw_schoepfungsschlag_c.particle fx_tw_schoepfungsschlag_c2.particle fx_tw_todesspiesse.particle fx_tw_tschock.particle fx_tw_tschock2.particle fx_tw_tschock_c.particle fx_tw_tschock_c2.particle Divine Gifts's FX: Spoiler fx_gs_daemon.particle fx_gs_daemon2.particle fx_gs_daemon3.particle fx_gs_drohnen.particle fx_gs_erhellen_i.particle fx_gs_erhellen_i2.particle fx_gs_expand.particle fx_gs_expand1.particle fx_gs_expand2.particle fx_gs_expand3.particle fx_gs_lebenskraft.particle fx_gs_lebenskraft2.particle 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 Red - These particle scripts were once blue. They have been tested for a possible corresponding name, but there was no one found. That doesn't mean it doesn't exist though, also keep in mind that not all FX work with all spellclasses. Uncolored - These particle scripts are so uninteresting that it doesn't matter whether they have a corresponding FX name or not. check this topic for the results: 2
Popular Post Flix 5,234 Posted December 28, 2020 Popular Post Posted December 28, 2020 There's definitely some interesting unused ones out there. I'm currently looking for places for them in D2F. Some made into latest EE. This was my short to-do list from a few weeks back: FX_GEN_BUFF_DEAKT green/yellow/red casting burst -- ended up in EE as casting FX for spells that use FX_GEN_BERSERKER due to similar colors. FX_GEN_WENIGER_HEILUNG - red swirls (doesn't have to be red - edit fx_gen_weniger_heilung.particle). Is "Dragon's Wrath" in EE Alt. Spells. FX_DM_EISRING - blue nova - useful for Howl? FX_ALIENSMOKE - green smoke FX_FROSTSCHOCK_C - icy casting FX FX_FROSTSCHOCK - an icy explosion on the target FX_GEN_SCHWAECHUNG - the "weaken" effect FX_GEN_TMUTATE - temp lightning/magic mutate effect. FX_COBOLD_FUMBLE - caster has small fiery explosion, gets singed and blackened and yelps. FX_GEN_BLUTEN - open wounds FX_GEN_CASTBLOCK - that weird swirly top thing FX_KEHLENREISSER - blood spray FX_SKELETON_FROSTSHIELD - amazing snowy shield aura/buff - replacement for Holy Frost or Hurricane (if resizing possible)? 2
Lindor 574 Posted December 28, 2020 Author Posted December 28, 2020 (edited) Wow you already spotted a mistake I made. 4 hours ago, Flix said: FX_ALIENSMOKE - green smoke I assumed that would be from the alien questline in the high elf region, so I sorted it onto environmental (which is probably the most error-prone of the lists). Man, you're awesome 4 hours ago, Flix said: FX_SKELETON_FROSTSHIELD - amazing snowy shield aura/buff - replacement for Holy Frost or Hurricane (if resizing possible)? There's also an FX_SKELETON_FIRESHIELD and FX_SKELETON_POISONSHIELD. Also FX_ENEMY_SPIKESHIELD_C and FX_FIRESHIELD and FX_FIRESHIELD_C could be something similar Edited December 29, 2020 by Lindor 1
Lindor 574 Posted December 29, 2020 Author Posted December 29, 2020 (edited) Unfortunately the copy-pasting didn't transfer the formatting. The coloring I had was pretty important, since that was literally the point of the lua-scripting: to get a the connection between particle scripts and used FX so that we can deep-dive on the unused ones. I re-did that manually now for the more interesting FX. One additional note: all the Environmental FX in the uninteresting particle script section don't have a corresponding FX in spells.txt, which makes these error-prone. I sorted these only judging by their name, but it could be that there are still some unused spell FX hiding in there. Edited December 29, 2020 by Lindor
Flix 5,234 Posted December 29, 2020 Posted December 29, 2020 If you want to copy and paste lua code into a post, you can use the </> button and paste it in there and select Lua. 1
Lindor 574 Posted December 29, 2020 Author Posted December 29, 2020 (edited) I think you misunderstood me a little bit here. I didn't want to post lua code. The lua scripting gave me multiple text files which I converted into a single .ods file and formatted it in openoffice calc. Then I simply copy-pasted the colums of my .ods file and that didn't transfer the formatting, which is why I partially re-did it manually now, aka coloring all particle script names in the two interesting lists with a corresponding FX in spells.txt yellow. But thanks to the advice, I appreciate it. Or did I misunderstand you and you want me to post my lua code? I can do that if you want, it's nothing complicated. Edited December 29, 2020 by Lindor
Lindor 574 Posted December 29, 2020 Author Posted December 29, 2020 @Flix I borrowed some screenshots from you from fx_gen_weniger_heilung. No idea how you get the camera so close
Flix 5,234 Posted December 29, 2020 Posted December 29, 2020 6 hours ago, Lindor said: No idea how you get the camera so close 1
Lindor 574 Posted December 30, 2020 Author Posted December 30, 2020 Thanks Flix, now the zooming worked amazing. Tonight I went through some of the particle scripts without a corresponding entry in the merged FX file and took some screenshots. This is where I had luck: FX_COBOLD_FUMBLE and FX_COBOLD_FUMBLE_C --like you described, a yellow-red bomb-like with a very annoying triple soundeffect FX_ENEMY_HEAL and FX_ENEMY_HEAL_C --amazing blue casting particles FX_SKELETON_HEAL --buff where actual conjured up shields sourround the caster (and they bounce a little) FX_SKELETONHEAL --green poisonous cloud aura, if you look closely it also has a blue aura at the ground below the cloud FX_SKELETON_POISONSHIELD -- buff, green poisonous doughnut surrounding the caster FX_SKELETON_FIRESHIELD -- buff, enflames the ground in a sun pattern where the caster walks, also has green aura at the ground FX_SKELETON_FROSTSHIELD -- buff, as you described an amazing doughnut-like snowstorm Fore these particle scripts I couldn't find a possible FX entry so far: fx_ghostreanim_impact.particle fx_ghostreanim_impact2.particle fx_ghostreanim_trail.particle fx_enemy_heal2_c.particle --these ones are maybe just additional scripts for FX_ENEMY_HEAL and FX_ENEMY_HEAL_C fx_enemy_heal2.particle fx_ghostheart.particle --this makes me sad, I had big hopes here. Maybe try it again with different spellclasses? fx_enemy_spawn_demon.particle I'll edit the post and upload the images next. To be honest editing the screenshots took me like ten times the time I needed to test these particle scripts for possible FX lol.
Lindor 574 Posted December 30, 2020 Author Posted December 30, 2020 Said and done. I also cleaned up the original post, it was a bit messy. I split it into three parts, transfered all successfully reverse engineered spelld FX into a single spoiler section to increase the overview and split the yellow particle scripts from the blue and red ones so the dividing into most interesting, midly interesting and uninteresting for reviving dead spell FX makes more sense now. 1
Popular Post Flix 5,234 Posted December 30, 2020 Popular Post Posted December 30, 2020 Some of the those are in D2F. You might want to look at that mod's spells.txt if you want a more complete picture of the FX in practice. FX_SKELETONHEAL -- Venom. Also in EE as Poison Skin aura. FX_SKELETON_FIRESHIELD -- Holy Fire. This one is also in the base game, used by Undead Tribunes. 2
Lindor 574 Posted December 30, 2020 Author Posted December 30, 2020 That is a very good advice, I'm going to do that next. Also I spotted a mistake that I made that is that the AS module list is actually a second CORE list. I'm going to correct things tonight and sort out all of the revived FX from S2EE and D2F. Additionally I will sort out all the FX for the unused leftover spells (the ones with xxx and zzz as a prefix). Lastly I want to post screenshots to all of these sorted out FX, but that might take me a little longer.
Lindor 574 Posted December 31, 2020 Author Posted December 31, 2020 (edited) Okay after more than five hours of error backtracing, I think I've got it. I can only give the tip to never, ever use the table.sort() or table.remove() functions, better write your own Eight text files: the four FX text files for CM, CORE, AS and D2F spells.txt and in that hierarchy three additional text files for all FX not used in any of the previous spells.txt and lastly the merged text file. If everything works correctly, then there are only two FX in D2F that are not used in any of the previous spells.txt. Sounds wierd at first, but not when you think about the leftover xxx and zzz spells which are still contained in CM. This is my code for anyone interested: I ran this code four times, once per spells.txt: Spoiler local mgr = {} local Spells = {} function mgr.defineSpell(a, b) Spells[a] = b end local entries = { "fxTypeCast", "fxTypeSpell", "fxTypeCastSpecial", } --here I copy-pasted all the spell defines from the corresponding spells.txt. I'll only copy the first one as an example here. mgr.defineSpell( "enemy_gen_chainlightning", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_HE_ENERGIEBLITZ", fxTypeCastSpecial = "", duration = 15.000000, animType = "ANIM_TYPE_MAGICA", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_chance_chain_nr", 850, 2, 0, 4 }, entry1 = {"et_spelldamage_ice", 560, 280, 0, 133 }, entry2 = {"et_spelldamage_physical", 420, 210, 0, 133 }, entry3 = {"et_closedown_buff", 1000, 5, 0, 5 }, }, fightDistance = 525.000000, aspect = "EA_ENEMY_ANY", cooldown = 2.000000, soundProfile = 0, cost_level = 200, cost_base = 300, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellHeEnergieblitz", spellcontroltype = "eCAtype_a_effect_attack", sorting_rank = 0, }) --that's it function sort(arr) local left = {} local right = {} local pivot = arr[math.floor(#arr / 2)] local pivots = {} for k, v in pairs(arr) do if v < pivot then left[#left + 1] = v end if v > pivot then right[#right + 1] = v end if v == pivot then pivots[#pivots + 1] = v end end for k, v in pairs(pivots) do local c = 0 if #right <= #left then right[#right + 1] = v c = 1 end if #right > #left then if c == 0 then left[#left + 1] = v end end end return {left, right} end function quicksort(x) local r = #x if r == 1 then return x end local y = sort(x) local I = 1 while I < r do if #y[I] > 1 then local z = sort(y[I]) for k = 0, #y - I + 1 do y[#y - k + 1] = y[#y - k] end z = sort(y[I]) y[I+1] = z[2] y[I] = z[1] end if #y[I] == 1 then I = I + 1 end end for b = 1, #y do y[b] = y[b][1] end return y end function copy(a) local b = {} for I = 1, #a do if a[I] ~= nil then b[#b + 1] = a[I] end end b = quicksort(b) return b end function nilkill(a) local b = copy(a) local c = {} for I = 1, #b do if b[I] ~= nil then do c[#c + 1] = b[I] end end end c = quicksort(c) return c end function doublekill(a) local b = copy(a) local c = {} local d = {} for k, v in pairs(b) do c[v] = k end for k, v in pairs(c) do d[#d + 1] = k end d = quicksort(d) return d end local file = io.open("CM.txt", "w") local u = {} for k, v in pairs(Spells) do print(k) if v ~= nil then for k = 1, #entries do local b = entries[k] if v[b] == nil or v[b] == "" or v[b] == {} or v[b] == {{}} then v[b] = nil end u[#u + 1] = v[b] end end end u = doublekill(u) u = quicksort(u) for n = 1, #u do local o = u[n] file:write(o, "\n") end file:close() This code only one time: Spoiler fh,err = io.open("CM.txt") if err then print(":eek: happens") io.read() return end local CM = {} while true do line = fh:read() if line == nil then break end CM[#CM + 1] = tostring(line) end fh:close() fh,err = io.open("CORE.txt") if err then print(":eek: happen") io.read() return end local CORE = {} while true do line = fh:read() if line == nil then break end CORE[#CORE + 1] = tostring(line) end fh:close() fh,err = io.open("AS.txt") if err then print(":eek: happen") io.read() return end local AS = {} while true do line = fh:read() if line == nil then break end AS[#AS + 1] = tostring(line) end fh:close() fh,err = io.open("D2F.txt") if err then print(":eek: happen") io.read() return end local DZF = {} while true do line = fh:read() if line == nil then break end DZF[#DZF + 1] = tostring(line) end fh:close() --this is a leftover from the error backtracing local testvar = 0 function sort(arr) local left = {} local right = {} local pivot = arr[math.floor(#arr / 2)] local pivots = {} for k, v in pairs(arr) do if v < pivot then left[#left + 1] = v end if v > pivot then right[#right + 1] = v end if v == pivot then pivots[#pivots + 1] = v end end for k, v in pairs(pivots) do local c = 0 if #right <= #left then right[#right + 1] = v c = 1 end if #right > #left then if c == 0 then left[#left + 1] = v end end end return {left, right} end function quicksort(x) local r = #x if r == 1 then return x end local y = sort(x) local I = 1 while I < r do if #y[I] > 1 then local z = sort(y[I]) for k = 0, #y - I + 1 do y[#y - k + 1] = y[#y - k] end z = sort(y[I]) y[I+1] = z[2] y[I] = z[1] end if #y[I] == 1 then I = I + 1 end end for b = 1, #y do y[b] = y[b][1] end return y end function copy(a) local b = {} for I = 1, #a do if a[I] ~= nil then b[#b + 1] = a[I] end end b = quicksort(b) return b end function nilkill(a) local b = copy(a) local c = {} for I = 1, #b do if b[I] ~= nil then do c[#c + 1] = b[I] end end end c = quicksort(c) return c end function doublekill(a) local b = copy(a) local c = {} local d = {} for k, v in pairs(b) do c[v] = k end for k, v in pairs(c) do d[#d + 1] = k end d = quicksort(d) return d end function subtr(a, b) local c = copy(a) local d = copy(b) local e = {} for I = 1, #c do local f = 0 for j = 1, #d do if c[I] == d[j] then f = 1 break end end if f == 0 then e[#e + 1] = c[I] end end local e = quicksort(e) return e end function mergenext(a, b) local c = copy(a) local d = copy(b) for I = 1, #c do d[#d + 1] = c[I] end do d = doublekill(d) end return d end function writenext(a, b, c) local file = io.open(a, "w") local list = subtr(b, c) for I = 1, #list do local line = list[I] file:write(line, "\n") end file:close() end local merged = {} local helper = {} local helpy = {} --don't judge too harshly here, I did everything over-correctly here for the error.backtracing do helper = mergenext(CM, helpy) end do helpy = {} end do merged = copy(helper) end do helpy = copy(helper) end do helper = {} end do writenext("CORE subtracted.txt", CORE, merged) end do merged = {} end do helper = mergenext(CORE, helpy) end do helpy = {} end do merged = copy(helper) end do helpy = copy(helper) end do helper = {} end do writenext("AS subtracted.txt", AS, merged) end do merged = {} end do testvar = 1 end do helper = mergenext(AS, helpy) end do helpy = {} end do merged = copy(helper) end do helpy = copy(helper) end do helper = {} end do writenext("D2F subtracted.txt", DZF, merged) end do merged = {} end do helper = mergenext(DZF, helpy) end do helpy = {} end do merged = copy(helper) end do helper = {} end local x = io.open("merged.txt", "w") do merged = doublekill(merged) end do merged = quicksort(merged) end for I = 1, #merged do local a = merged[I] x:write(a, "\n") end x:close() I like to do everything as simple as possible, no functions calling itself, no metatables etc. I'm completely noob and I always have a hard time on the backtracing on that kind of stuff I'll update the first post next so you can all see my results. EDIT: I have a feeling that the --ignore does not really workon posting lua code Edited December 31, 2020 by Lindor
Lindor 574 Posted December 31, 2020 Author Posted December 31, 2020 I revived some more: FX_FROSTSCHOCK_C --as you described, bright blue icy casting FX FX_ENEMY_TENERGY_EXPLOSION --amazing magic-blue nova FX_FROSTKREIS_C --magic Version of FX_FROSTSCHOCK_C (which I think is wierd) FX_GHOSTSCREAM_C --like a smaller Version of FX_FROSTSCHOCK_C FX_SPPL_RISE --awesome sand-dusty cylinder with yellow sparkles FX_KEHLENREISSER_C --pretty long casting animation without any particles, shes kneeing and waving her hand FX_ENEMY_T_CONE_STONE_ATTACH_C --audio only, like a deeper and less loud version of a critical hit or a rock hitting something FX_GHOSTTELEKINESE_C --audio only, like a normal hit, don't really know how to describe but it's a little bit underwhelming On 12/28/2020 at 11:30 PM, Flix said: FX_ALIENSMOKE - green smoke FX_FROSTSCHOCK - an icy explosion on the target Which spellclasses did you use? Because I could not replicate that. Would also be interesting for FX_FROSTKREIS and FX_GHOSTSCREAM which I couldn't find a working spellclass for as well. I'm not gonna upload the screenshots today btw in case you're wondering. 1
Flix 5,234 Posted December 31, 2020 Posted December 31, 2020 By the way, those bouncing shields are the generic "defensive" buff FX that are hard coded to appear whenever a spell grants certain properties and there are no other effects. You can see them all the time when the player or a minion receives a boost to defense or damage mitigation (Augmenting Guidon, Ruinous Onslaught, Shadow Step w/ Sanctuary mod). It can also be forced but I don't remember the exact name. There is an equivalent offensive FX with rotating crossed swords, that can also be forced with FX_GEN_MEHR_AW. 3 hours ago, Lindor said: Which spellclasses did you use? Because I could not replicate that. cSpellDmSchutzrunen and cSpellHeFrostschlag IIRC.
Popular Post Flix 5,234 Posted December 31, 2020 Popular Post Posted December 31, 2020 One other comment - remember that some FX are hardcoded to be triggered based on eiStateNames and/or spellClass sometimes. So you may have categorized some as unused that are actually in use, they just aren't explicitly scripted in spells.txt. That being said, it's no big deal, the more important thing is how many more FX you found that I wasn't aware of. I'm thinking there's a lot of potential for more spells in the upcoming D2F. 1 1
Popular Post Lindor 574 Posted January 1, 2021 Author Popular Post Posted January 1, 2021 10 hours ago, Flix said: By the way, those bouncing shields are the generic "defensive" buff FX that are hard coded to appear whenever a spell grants certain properties and there are no other effects. You can see them all the time when the player or a minion receives a boost to defense or damage mitigation (Augmenting Guidon, Ruinous Onslaught, Shadow Step w/ Sanctuary mod). It can also be forced but I don't remember the exact name. There is an equivalent offensive FX with rotating crossed swords, that can also be forced with FX_GEN_MEHR_AW. Ahh that explains it. I updated it, thanks for giving me more and more insight 4 hours ago, Flix said: One other comment - remember that some FX are hardcoded to be triggered based on eiStateNames and/or spellClass sometimes. So you may have categorized some as unused that are actually in use, they just aren't explicitly scripted in spells.txt. Hmm interesting. That means the dream of a "complete" list has become more difficult. Would also be a second explaination for particle scripts without working FX other than just the cut content one. --- 14 hours ago, Lindor said: I'm not gonna upload the screenshots today btw in case you're wondering. I added all the edited screenshots today Additionally, I made it a little bit more structured so that the image is always the last part of an entry. And I could revive three more spells 14 hours ago, Lindor said: FX_KEHLENREISSER_C --pretty long casting animation without any particles, shes kneeing and waving her hand I was wrong here. Animations are not part of FX. FX_KEHLENREISSER_C don't exist. but I got FX_KEHLENREISSER to work now: 10 hours ago, Flix said: cSpellDmSchutzrunen and cSpellHeFrostschlag IIRC. cSpellHeFrostschlag worked perfectly, I guess it has to be a spell with a ray. The reason I couldn't get FX_ALIENSMOKE to work is because it's a casting FX despite the missing _C suffix. Same thing for FX_KEHLENREISSER. 14 hours ago, Lindor said: Would also be interesting for (...) FX_GHOSTSCREAM which I couldn't find a working spellclass for as well. That crashed my game. But it worked on FX_FROSTKREIS 4 hours ago, Flix said: That being said, it's no big deal, the more important thing is how many more FX you found that I wasn't aware of. I'm thinking there's a lot of potential for more spells in the upcoming D2F. Thank you! I always love getting new inspiration from revived FX too, part of the reason why I want to complete the list before continuing with my Alternate Spells module. Regarding on the left potential of the particle scripts, I hope that the best is yet to come Oh and happy new year people! 2
Lindor 574 Posted January 1, 2021 Author Posted January 1, 2021 (edited) I know why FX_FROSTSCHOCK and FX_FROSTKREIS look like the same FX. That particle effect is not part of the FX, but built into the cSpellHeFrostschlag spellclass. I tested many more FX today and everytime I use this spellclass, the particle effect appears! [insert facepalm smiley here] What a complicated riddle FX are! This could also probably be the cause for that mysterious game crash on FX_GHOSTSCREAM usage. We'll need to take a second look on all these FX. EDIT: after a second look, I think that all spellclasses that come with spellcontroltype = "eCAtype_a_effect_attack_ray" may have a built-in particle effect Edited January 1, 2021 by Lindor
Lindor 574 Posted January 2, 2021 Author Posted January 2, 2021 (edited) The spellclass was not the cause for the game crash. I tried like a dozen different spellclasses, crash every time except on spellClass = "cSpellSpawnEnemy", spellcontroltype = "eCAtype_a_effect_location_start", or other enemy spawning spellclasses, where it didn't do anything (I mean that quite literally, the spell regeneration time didn't even start) I got none of the three FX to work. Additionally I tried the last remaining particle scripts in the NPC spell section earlier, could not get anything to work. Guess I'm gonna shift the attention to the general hero effects section next. Makes me a little bit sad because there's still names left that looked like they'd have some potential. Edited January 2, 2021 by Lindor
Lindor 574 Posted January 2, 2021 Author Posted January 2, 2021 (edited) HUUGE step forward. I got like dozens of new spells revived from the general hero effects section! Screenshots are already added. Also I re-did most of the old screenshots because I was getting annoyed by the white squares, so I improved my GIMP skill and managed to align the screenshots without stretching them. Every time I want to edit the first post it takes me longer and longer. I'm currently thinking about turning this topic into a discussion only topic and opening a second topic for the results only, where I then would be able to split the post into multiple posts without discussions appearing inbetween. What do you think about that? EDIT: Also I figured this one out: On 12/31/2020 at 3:21 PM, Flix said: There is an equivalent offensive FX with rotating crossed swords, that can also be forced with FX_GEN_MEHR_AW. It's FX_GEN_MEHR_VW. Another thought: FX_GEN_MEHR_AW, FX_GEN_MEHR_VW, FX_GEN_WENIGER_HEILUNG, how much more of these exist? ("mehr" means "more" and "weniger" means "less" or "fewer" in german). I have a feeling that there are more of these kinds of hardcoded FX without a particle script. Edited January 2, 2021 by Lindor
Flix 5,234 Posted January 2, 2021 Posted January 2, 2021 3 hours ago, Lindor said: I got like dozens of new spells revived from the general hero effects section! Screenshots are already added. Really awesome examples you've found! 3 hours ago, Lindor said: Every time I want to edit the first post it takes me longer and longer. It seems like there's almost too much going on there, all these nested spoilers are tedious to browse. I'm sure it's not much fun to try to edit them either. You might simplify by just keeping a complete FX list, perhaps divided into used/unused (or tested/untested), and then another section for results. 3 hours ago, Lindor said: how much more of these exist? As far as automatic FX based on spell tokens, there's FX_GEN_SPEEDUP, that's like rings of orange sparks that circle the player, triggers whenever movement or attack speed buffs apply. There's FX_ENEMY_SPIKESHIELD_C, triggers for reflective buffs. And FX_GEN_CASTBLOCK that weird thing that looks like a spinning top above the target's head, activated in CM 1.60, indicates some debuff or other, can't remember what.
Lindor 574 Posted January 7, 2021 Author Posted January 7, 2021 (edited) On 1/2/2021 at 9:13 AM, Flix said: Really awesome examples you've found! Thanks! On 1/2/2021 at 9:13 AM, Flix said: It seems like there's almost too much going on there, all these nested spoilers are tedious to browse. I'm sure it's not much fun to try to edit them either. You might simplify by just keeping a complete FX list, perhaps divided into used/unused (or tested/untested), and then another section for results. Hmm I never thought about that. I don't have a hard time finding what I'm looking for honestly, probably because everything comes out of my mind. The problem I'm facing when editing it is that it gets super laggy. I think about simplifying the FX, but I don't want to simplify the particle script sorting since that's literally the point of all the coding work I've done: So that me but also other people who want to search for and revive unused FX have an easier time on where to look and where to start. On 1/2/2021 at 9:13 AM, Flix said: As far as automatic FX based on spell tokens, there's FX_GEN_SPEEDUP, that's like rings of orange sparks that circle the player, triggers whenever movement or attack speed buffs apply. There's FX_ENEMY_SPIKESHIELD_C, triggers for reflective buffs. And FX_GEN_CASTBLOCK that weird thing that looks like a spinning top above the target's head, activated in CM 1.60, indicates some debuff or other, can't remember what. Very interesting examples you bring up here, but I had something different in mind: FX_GEN_MEHR_AW, FX_GEN_MEHR_VW and FX_GEN_WENIGER_HEILUNG are indicators to me that there probably was once planned a whole bigger system for automatically triggering VFX that later got cut, like that a FX_GEN_MEHR_ would be triggered everytime you'd get buffed and likewise a FX_GEN_WENIGER_ would be triggered everytime you'd get debuffed for something. "WENIGER" and "MEHR" are like Masaka and Korgano, they always go together. I was suggesting to try out the counterparts FX_GEN_WENIGER_AW, FX_GEN_WENIGER_VW and FX_GEN_MEHR_HEILUNG and likewise try it out with other things that can be buffed and debuffed, like ATTRIBUT(E)/STAT(S)/AP, LEBENSPUNKTE/LEBEN/HITPOINTS/HIT_POINTS/HP/LP, ATTACKSPEED/AS/ANGRIFFSGESCHWINDIGKEIT/AG, such things. It would be like a guessing game, but maybe something useful comes out. EDIT: Btw I forgot to tell in the note that KEHLENREISSER would translate to THROATRIPPER or something like that, which is an indicator to why the spray vectors are into the wrong direction. The wrong direction of the ink spray is for a whole different reason, namely that like many bosses Octagolamus's body consists of multiple parts and the casting vector depends on the body part that is source of the spray. I'm not gonna edit that in though, I'll just gonna leave it here. Edited January 7, 2021 by Lindor
Popular Post Lindor 574 Posted January 8, 2021 Author Popular Post Posted January 8, 2021 And we're off to round 4! I revived 15 new FX, including the auto-trigger ones you listed: FX_ENEMY_SPIKESHIELD_C --as you described FX_GEN_AREASCHADEN --green and bigger version of FX_ENEMY_TENERGY_EXPLOSION! FX_GEN_CASTBLOCK --as you described FX_GEN_FRAG --red smoke with red splatter on the ground FX_GEN_FRAG_BLACK --black version of FX_GEN_FRAG FX_GEN_FRAG_DUST --yellow version of FX_GEN_FRAG FX_GEN_FRAG_GHOST --blue sparkle-lines, similar to FX_ENEMY_HEAL_C but bigger and as spell FX versions FX_GEN_FRAG_GREEN --green version of FX_GEN_FRAG FX_GEN_FRAG_P --throw a random looking piece of meat with a blood trail! FX_GEN_MIRROR_ARROW --awesome green energy shield, like something that comes directly from the romulans. FX_GEN_MIRROR_MAGIC --even more awesome looking yellow version of FX_GEN_MIRROR_ARROW FX_GEN_SPEEDUP --as you described FX_GEN_TPRISON --really cool rotating cylindric energy field with four white pillars FX_GEN_TRANSFORM --the T-energy mutation effect on enemies, a blue-white nebula with little lightnings FX_GEN_TRAP1 --hard to describe, there's similarities to FX_GEN_CASTBLOCK Also I simplified the FX section as we discussed and I moved the ones I want screenshots for to Part III. I already have some ideas for the Temple Guardian and the Dryad, but I'm even more excited for what you modders can come up with that! 2
Lindor 574 Posted January 9, 2021 Author Posted January 9, 2021 There were only some wierd ones left in the interesting particle scripts section, I've finished these this morning and added all the creenshots so that now what's left are only the probably environmental particle scripts in the midly interesting particle scripts section, which is also the biggest of the lists.
Lindor 574 Posted January 9, 2021 Author Posted January 9, 2021 (edited) That's it. We're done. It took me all day, but I went through all the environmental FX. The results are, uhm, different than what I expected. Also only one made my game crash, which is pretty unexpected. Screenshots are already added. FX I got to work: FX_DESERTDUST FX_FALLINGSAND1-3 FX_FOUNTAIN1-9 FX_FOUNTAIN2_BLOOD --I think these next three are what you've hoped for with FX_KEHLENREISSER FX_FOUNTAIN7_BLOOD FX_FOUNTAIN8_BLOOD FX_GEYSER_WATER1-3 FX_LAVA1 --looks like a fiery force field shield! FX_LAVAFALL1 FX_LAVAFALL2 --so amazing! With the correct animation, we could be on to something here! FX_PORTAL FX_PORTAL2 FX_PUSTEBLUME FX_QFX_CAST --I've accidentally sorted them wrongly. They're definitely worth a look! I sense RBoL FX_QFX_DRECKIGESWASSER FX_QFX_FLIEGENSCHWAM --VERY hard to see FX_REAGENZGLAS --green casting FX, a little bit small to see FX_SCULPTING --VERY hard to see FX_SMOKEBIGBLACK, -MEDIUMBLACK, -SMALLBLACK, -SMALLBLACK2 FX_SMOKEBIGGREY, -MEDIUMGREY, -SMALLGREY, -SMALLGREY2 FX_SMOKEBIGGREY, -SMALLGREY, -SMALLGREY2 FX_SOLARSYSTEM --fiery FX that shine through objects! FX_TLECK --looks like a t-energy jellyfish FX_WATERBUBBLES FX_WATERDASH FX_WATERFALL FX_WATERFALL2 FX_WINDBLOWNLEAFS This means all what's left to do is adding the screenshots to all the leftover spell FX and already revived FX. Edited January 9, 2021 by Lindor
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