Popular Post Lindor 574 Posted January 18, 2021 Popular Post Posted January 18, 2021 (edited) This does not list: Vanilla Boss FX (excluding Traps) Vanilla Hero FX Due to lag, this has become a multi-part list: Part I - Standard and Partial FX Part II - Casting FX and Spell FX Part III - Hidden FX, Auto-Trigger-FX and SFX Part IV - Stable Environmental FX and Unstable Environmental FX Part V - PesmontisFlixList FX Standard FX: These FX work both on the casting and spell routine Spoiler particle scripts: fx_enemy_tenergy_explosion.particle fx_enemy_tenergy_explosion2.particle corresponding names: FX_ENEMY_TENERGY_EXPLOSION screenshot example: particle scripts: none corresponding names: FX_ENTZUENDEN screenshot example: particle scripts: fx_frostkreis_c.particle fx_frostkreis.particle fx_frostkreis2_c.particle fx_frostkreis2.particle corresponding names: FX_FROSTKREIS_C notes: 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_areaschaden.particle fx_gen_areaschaden2.particle corresponding names: FX_GEN_AREASCHADEN notes: 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_berserker.particle Corresponding names: FX_GEN_BERSERKER screenshot example: particle scripts: fx_gen_frostring1.particle fx_gen_frostring2.particle fx_gen_frostring3.particle corresponding names: FX_GEN_FROSTAURA FX_GEN_FROSTRING notes: 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. On the other hand, FX_GEN_FROSTAURA follows the target it was cast at while FX_GEN_FROSTRING doesn't (Thanks to @NathyielNathyiel for figuring that out). But other than that they look completely similar. screenshot example: particle scripts: fx_gen_mirror_arrow.particle corresponding names: FX_GEN_MIRROR_ARROW screenshot example: particle scripts: fx_gen_mirror_magic.particle corresponding names: FX_GEN_MIRROR_MAGIC 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.particle corresponding names: FX_GEN_NOVA1 FX_GEN_NOVA2 FX_GEN_NOVA3 FX_GEN_NOVA4 notes: 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.particle corresponding names: FX_GEN_SPAWN1 FX_GEN_SPAWN2 FX_GEN_SPAWN3 FX_GEN_SPAWN4 notes: 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.particle corresponding names: FX_GEN_SPAWN1_I FX_GEN_SPAWN2_I FX_GEN_SPAWN3_I FX_GEN_SPAWN4_I notes: 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_stomp.particle corresponding names: FX_GEN_STOMP notes: Minotaur Boss FX? screenshot example: particle scripts: none corresponding names: FX_GEN_TOTEM notes: Ignore the roots, these are not part of the FX screenshot example: particle scripts: fx_gen_trap1.particle fx_gen_trap2.particle fx_gen_trap3.particle fx_gen_trap4.particle fx_gen_trap5.particle fx_gen_trap6.particle fx_gen_trap7.particle fx_gen_trap8.particle fx_test.particle corresponding names: FX_GEN_TRAP1 FX_GEN_TRAP2 FX_GEN_TRAP3 FX_GEN_TRAP4 FX_GEN_TRAP5 FX_GEN_TRAP6 FX_GEN_TRAP7 FX_GEN_TRAP8 FX_TEST notes: 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.particle corresponding names: FX_GEN_TRAP1_I FX_GEN_TRAP2_I FX_GEN_TRAP3_I FX_GEN_TRAP4_I FX_GEN_TRAP5_I FX_GEN_TRAP6_I FX_GEN_TRAP7_I FX_GEN_TRAP8_I notes: 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: particle scripts: fx_gen_tprison.particle corresponding names: FX_GEN_TPRISON notes: Slowly rotating. screenshot example: particle scripts: fx_ghostscream_c.particle fx_ghostscream_c2.particle corresponding names: FX_GHOSTSCREAM_C notes: Using FX_GHOSTSCREAM_C is perfectly fine but using FX_GHOSTSCREAM crashed my game. screenshot example: particle scripts: fx_ghostshock1.particle corresponding names: FX_GHOSTSHOCK notes: If FX_GHOSTSHOCK2, why FX_GHOSTSHOCK and not FX_GHOSTSHOCK1? screenshot example: particle scripts: fx_ghostshock2.particle corresponding names: FX_GHOSTSHOCK2 screenshot example: particle scripts: fx_giftfontaine_c.particle corresponding names: FX_GIFTFONTAINE_C screenshot example: particle scripts: fx_giftspritzen.particle corresponding names: FX_GIFTSPRITZEN notes: I thought the effect always curves upwards, don't know why it doesn't in picture two, maybe perspective smh. There exists FX_GIFTSPRITZEN_I, look in Part II. screenshot example: particle scripts: none corresponding names: FX_GLUEHENDEASCHE notes: very subtle, it's more noticeable when moving screenshot example: particle scripts: fx_heal.particle fx_heal2.particl fx_heal3.particle corresponding names: FX_HEAL notes: I think this is only red because of EE 3.0. There exists FX_HEAL_C, look in Partial FX. screenshot example: particle scripts: fx_horse_ramming.particle corresponding names: FX_HORSE_RAMMING notes: The effect stays for the entire spell duration and travels with the character, making these excellent buff FX screenshot example: particle scripts: unknown corresponding names: FX_LIFELEECH notes: lame VFX, cool SFX screenshot example: particle scripts: fx_lifeleech_c.particle corresponding names: FX_LIFELEECH_C notes: Ignore the ice crystals, these are not part of the FX. screenshot example: particle scripts: fx_qfx_cast.particle corresponding names: FX_QFX_CAST notes: 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_skeletonfireshield.particle corresponding names: FX_SKELETON_FIRESHIELD notes: 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_skeletonfrostshield.particle corresponding names: FX_SKELETON_FROSTSHIELD notes: There also exists a SKELETON_FIRESHIELD. Look in the leftover spell FX and FX revived by Flix section. screenshot example: particle scripts: fx_skeletonpoisonshield.particle corresponding names: FX_SKELETON_POISONSHIELD notes: 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_skeletonroot_c.particle corresponding names: FX_SKELETON_ROOT_C notes: There exists FX_SKELETON_ROOT_C, look in Part II. screenshot example: particle scripts: none corresponding names: FX_SPINNENNETZ notes: Always shoots in the same direction on spell routine, straight south screenshot example: particle scripts: fx_spinnennetz_c.particle corresponding names: FX_SPINNENNETZ_C notes: Amazing spidery SFX, lame VFX screenshot example: particle scripts: fx_sppl_rise1.particle fx_sppl_rise2.particle fx_sppl_rise3.particle fx_sppl_rise4.particle fx_sppl_rise5.particle corresponding names: FX_SPPL_RISE screenshot example: particle scripts: fx_zombie_iceatem_c.particle corresponding names: FX_ZOMBIE_ICEATEM_C notes: The effect travels with you. Tried to catch that in the screenie. screenshot example: particle scripts: fx_zombie_pestatem_c.particle corresponding names: FX_ZOMBIE_PESTATEM_C notes: Always shoots two differently shaded beams, always in different directions and the darker one always disappears quicker. The trigger-routine (casting/spell) has nothing to do with that. screenshot example: particle scripts: fx_zombie_schleimbatzen_c.particle fx_zombie_schleimbatzen2_c.particle corresponding names: FX_ZOMBIE_SCHLEIMBATZEN_C screenshot example: Partial FX: These FX work on the spell routine (fxTypeSpell), but only partially on the casting routine (fxTypeCast, fxTypeCastSpecial) Spoiler particle scripts: fx_cobold_fumble_c.particle fx_cobold_fumble_i.particle fx_cobold_fumble_i2.particle corresponding names: FX_COBOLD_FUMBLE notes: Has a very annoying triple kobold yelp sound effect. losses: On casting routine, has only one yelp, the yelp is pitched higher and it loses the ashes thexture on the character skin screenshot example: particle scripts: fx_gen_tmutate.particle corresponding names: FX_GEN_TMUTATE notes: 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. losses: On casting routine, it loses the T-Energy shield texture so there's only the lightning web left. screenshot example: particle scripts: fx_heal_c.particle corresponding names: FX_HEAL_C losses: On casting routine, only the particles shown in picture 1 trigger. 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.particle corresponding names: FX_GEN_FIREBALL_DRAGON1 FX_GEN_FIREBALL_DRAGON2 FX_GEN_FIREBALL_DRAGON3 FX_GEN_FIREBALL_DRAGON4 notes: 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. losses: On casting routine, there's no VFX, only SFX play. 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.particle corresponding names: FX_GEN_FIREBALL1 FX_GEN_FIREBALL2 FX_GEN_FIREBALL3 FX_GEN_FIREBALL4 notes: 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. losses: On casting routine, there's no VFX, only SFX play. 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.particle corresponding names: FX_GEN_MISSILE1 FX_GEN_MISSILE2 FX_GEN_MISSILE3 FX_GEN_MISSILE4 notes: Image shows 4 distinct FX that are very similar to each other. losses: Technically it works on both routines, but on Casting routine they're only visible for 1 frame. screenshot example: particle scripts: none corresponding names: FX_WPN_SHOOT1_BLUE notes: Image shows 4 distinct FX that are very similar to each other. losses: Technically it works on both routines, but on Casting routine they're only visible for 1 frame. screenshot example: particle scripts: none corresponding names: FX_WPN_SHOOT1_GOLD note: Image shows 4 distinct FX that are very similar to each other. losses: Technically it works on both routines, but on Casting routine they're only visible for 1 frame. screenshot example: Why white, not gold? EE 3.0? particle scripts: none corresponding names: FX_WPN_SHOOT2_BLUE notes: Image shows 4 distinct FX that are very similar to each other. losses: Technically it works on both routines, but on Casting routine they're only visible for 1 frame. screenshot example: particle scripts: fx_feuerregen_fire.particle corresponding names: FX_FEUERREGEN notes: Image shows 4 distinct FX that are very similar to each other. losses: On Casting routine the meteors always have same pitch, roll and yaw as the casters hand and always keep a constant distance to it. screenshot example: Color coding: Yellow - These particle scripts have a possible corresponding merged FX list entry. Blue - These particle scripts don't have a possible corresponding merged FX list entry. Check this topic if you don't know what I mean with "merged FX list": Edited June 21, 2022 by Lindor 2
Lindor 574 Posted January 18, 2021 Author Posted January 18, 2021 (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 marked FX in S2TEST.ods and all unsuccessfully tested particle scripts in the merged list for possible skipped FX (he_st_nebelform and he_st_kristallhaut frequently give false negatives no matter which spellclass or other properties chosen and I didn't notice it which is FATAL) search all questscript.txt FX for possible new, unlisted FX sort all spoilers alphabetically (by the FX name) Part I - standard FX Part I - partial FX Part II Part III -SFX Part III -Hidden FX and Auto-Trigger-FX Part IV find out which ones are Partial FX, Casting FX or Spell FX and sort them into the correct spoilers add references if FXNAME, FXNAME_C and FXNAME_I are in different spoilers/parts Test all spellclasses and eiStateNames for hidden FX all spellclasses with spellcontroltype eCAtype_a_effect_attack_ray Build an imageless FX spreadsheet for all new FX that previously haven't been listed to make it easier to identify the changes after progress has been made Build an imageless FX spreadsheet with fx type and colorization references (gradient, particle script, image, not recolorizable etc.) (work in progress) Migrate data to the Wiki (work in progress) Will not be done: add image references where they're known (wht did I mean with that? can't remember lol) find a better sorting system for the environmental FX and for all FX in general Offensive/Defensive/Neutral? By Color? But recolorizing is a thing. By size? But resizing is a thing. completely modifyable/partially modifyable/ not modifyable? Edited January 13, 2024 by Lindor 1
Flix 5,234 Posted February 3, 2021 Posted February 3, 2021 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. 1
Lindor 574 Posted December 1, 2021 Author Posted December 1, 2021 On 2/3/2021 at 4:25 PM, Flix said: There are a lot of generic FX affected by me changing some of the default color textures. The most obvious is the set of NOVAs. In vanilla the 4 NOVAs are green, blue, red, and yellow. I hate to say it but EE is probably skewing the results of what the FX originally were more than you realize. Well that is a little bit unfortunate, I kinda already did half the stuff before realizing that I had EE installed. For me it's no big deal since I built all my personal mods around EE so far (which might change with the next Addendum iteration), but I wanted to make the list for every modder support and not just for me. And thanks for the input, even if it has taken me a year to response I appreciate it xD Hmm now that I finally went over all FX names and particle scripts on the merged list, I can go over all the verified FX and compare I&B to EE if I find the time. Should take me less time than trial and error dozens of possible FX names per particle script. Maybe thats even interesting to you finding out what exactly EE is recolorizing? Because with your knowledge we can probably link more spells to gradients and stuff, maybe even with another spreadsheet. But first I wanna work on the Casting/Spell/General FX sorting. Oh and please if that is the case I don't want you to feel hindered on playing around with recolorizition for future EE versions because of my list, I wanted it to be helpful and not a hurdle. ----- Another question, I found a total of four different FX that despite being used in spells.txt don't work. These are: FX_SKELETONFEAR and FX_SKELETONFEAR_C are used by the zzz_enemy_area_fear spell and have fx_skeletonfear.particle as a script FX_AURA_ENERGYLEECH is used by the enemy_aura_energyleech spell FX_THROW_GENERIC the is used by Throw_generic spell Also there are two unused Boss FX particle scripts which I couldn't figure out a working FX name for: fx_ph_meteor.particle fx_ph_meteoreinschlag.particle (ph=phoenix?) Do you have some information about these FX/scripts? Is it maybe even possible to revive them somehow? Im gonna try and look up which creatures use that spells after I remember how to do that xD And one final question, are FX_GEN_BERSERKER auto-trigger-FX? Kinda look like it but I can't remember seeing that effect ingame.
Lindor 574 Posted December 2, 2021 Author Posted December 2, 2021 Sry but I'll have to split this into different topics, it just gets way too laggy for editing. 1
Lindor 574 Posted December 3, 2021 Author Posted December 3, 2021 (edited) I have some great news I need to share immediately! Remember this topic: ? I FOUND IT!!! On 12/1/2021 at 11:52 AM, Lindor said: Another question, I found a total of four different FX that despite being used in spells.txt don't work. These are: FX_SKELETONFEAR and FX_SKELETONFEAR_C are used by the zzz_enemy_area_fear spell and have fx_skeletonfear.particle as a script FX_AURA_ENERGYLEECH is used by the enemy_aura_energyleech spell FX_THROW_GENERIC the is used by Throw_generic spell On 1/19/2021 at 12:18 AM, Lindor said: (he_st_nebelform and he_st_kristallhaut frequently give false negatives and I didn't notice it which is FATAL) It's FX_SKELETONFEAR!!! after all these years..., well, one but still, I'm so excited! Best christmas gift I could've asked for! Haven't edited the screenshots yet and with EE it got recolorized to red and purple, but it's unbelievable, the very reason why I even started this giga project and it finally worked out! EDIT: BTW FX_AURA_ENERGYLEECH are SFX, just didn't hear it. FX_SKELETONFEAR_C and FX_THROW_GENERIC still don't work though. Edited December 3, 2021 by Lindor 1
gogoblender 3,582 Posted December 3, 2021 Posted December 3, 2021 5 hours ago, Lindor said: I have some great news I need to share immediately! Remember this topic: ? I FOUND IT!!! It's FX_SKELETONFEAR!!! after all these years..., well, one but still, I'm so excited! Best christmas gift I could've asked for! Haven't edited the screenshots yet and with EE it got recolorized to red and purple, but it's unbelievable, the very reason why I even started this giga project and it finally worked out! EDIT: BTW FX_AURA_ENERGYLEECH are SFX, just didn't hear it. FX_SKELETONFEAR_C and FX_THROW_GENERIC still don't work though. I don't think anyone's going to challenge the best feeling of a perfect Christmas gift... Gratz on that find! gogo 1
Lindor 574 Posted December 8, 2021 Author Posted December 8, 2021 (edited) As you might have notice, after finding FX_SKELETONFEAR I stopped working on the list again and concentrated more on my mods. Lot's of important work has already been done though and I revived a lot of FX that previously haven't been part of the list for nearly a year. In order to make it easier for you to differentiate between the FX that have already been listed and the new FX I revived in the last two weeks, I made a list for you: Casting FX: FX_ARROW FX_BERSERKER_ZERFETZEN_C FX_ENEMY_WHIT_VERLANGSAMEN FX_ENEMY_WHIT_ZERFETZEN_C FX_GEN_ROOT FX_GIFTSPRITZEN_I FX_SANDPEOPLE_SCHLACHTSCHREI FX_SIMPLELIGHT FX_SIMPLELIGHT1 FX_SIMPLELIGHT2 FX_SIMPLELIGHT3 FX_SIMPLELIGHT4 FX_SKELETON_ROOT FX_SKELETONFEAR Partial FX: FX_FEUERREGEN FX_GEN_WIND FX_HEAL_C SFX: FX_AURA_ENERGYLEECH FX_GHOSTSHOCK_C FX_GHOSTSHOCK2_C FX_TROLLROCK_C Spell FX: FX_ENEMY_BLIND FX_LANDSLIDE FX_SANDPEOPLE_SCHLACHTSCHREI_C FX_TROLLROCK FX_WPN_SHOOT2_GOLD Standard FX: FX_GEN_AREASCHADEN FX_GEN_BERSERKER FX_GEN_STOMP FX_GEN_TOTEM FX_GHOSTSHOCK FX_GHOSTSHOCK2 FX_GIFTFONTAINE_C FX_GIFTSPRITZEN FX_HEAL FX_HORSE_RAMMING FX_SKELETON_ROOT_C FX_SPINNENNETZ FX_SPINNENNETZ_C FX_ZOMBIE_ICEATEM_C FX_ZOMBIE_PESTATEM_C FX_ZOMBIE_SCHLEIMBATZEN_C Listed are: all FX that haven't been part of the list all FX that kinda have been part, but haven't been tested and, as a result, didn't have screenshot examples or descriptions Not listed are: all FX that already have been listed, but got sorted into a new spoiler/part of the list all untested FX that previously have been listed but got sorted out after unsuccessfull testing I'm probably gonna quit working on the list for some time now, but there's still lots of work to do because the crystal skin/fog form bug means that there are probably many more out there waiting for discovery. If you wanna contribute, then you can test all the red particle scripts in the merged list topic: A spellclass that works with all FX is cSpellHeFeuerball. Just copy the he_in_feuerball properties and you're good to go. Also keep in mind that some FX need a target (enemy) in order to show up. Edited December 8, 2021 by Lindor 1
Popular Post NathyielNathyiel 45 Posted January 21, 2022 Popular Post Posted January 21, 2022 I tested FX_GEN_FROSTAURA and FX_GEN_FROSTRING in place of Crystal Skin. I found that FX_GEN_FROSTAURA follow the character when FX_GEN_FROSTRING don't move. 2
Lindor 574 Posted January 21, 2022 Author Posted January 21, 2022 7 hours ago, NathyielNathyiel said: I tested FX_GEN_FROSTAURA and FX_GEN_FROSTRING in place of Crystal Skin. I found that FX_GEN_FROSTAURA follow the character when FX_GEN_FROSTRING don't move. Thx, I edited that in. FYI I can only warn to not use crystal skin or (or cascading shroud) as a testing CA for FX. They frequently produce false negatives, no matter what spellclass you use. I believe they're hardcoded to only allow FX that can be cast at a target. I have to wonder here: did the FX_GEN_FROSTRING effect show at all with crystal skin?
NathyielNathyiel 45 Posted January 22, 2022 Posted January 22, 2022 (edited) some kind of mist. I think that may be used for the Mist Boss. The idea was to change Cascading Skin. Finally, I'm using FX_SKELETON_FROSTSHIELD and I will switch to the fire version for Incandescent Skin. By the way, I'm looking for a non weapon projectile that are faster than what I found. Or a way to increase speed of existing projectile. 2 screenshot : Frostshield and Frostaura. Frostring is the same but don't move. Edited January 22, 2022 by NathyielNathyiel
Lindor 574 Posted January 24, 2022 Author Posted January 24, 2022 There are several FX used in questscript.txt. I wrote lua script to extract. Might contain some unknown. Spoiler 01 FXTYPE_BLUEFIRE_LARGE 02 FXTYPE_CHEST1A 03 FXTYPE_CHEST1R 04 FXTYPE_CHEST1W 05 FXTYPE_CHEST2B 06 FXTYPE_CHEST2G 07 FXTYPE_CHEST4W 08 FXTYPE_DEFEKTEMASCHINE1 09 FXTYPE_DG_FEUERBODEN 10 FXTYPE_FIRE1 11 FXTYPE_FLYINGBATS 12 FXTYPE_GEN_FRAG_DUST 13 FXTYPE_GEN_NOVA1 14 FXTYPE_GEN_NOVA2 15 FXTYPE_GEN_NOVA3 16 FXTYPE_GEN_SPAWN1 17 FXTYPE_GEN_SPAWN1_I 18 FXTYPE_GEN_SUMMON 19 FXTYPE_GEN_TELEPORT 20 FXTYPE_GEN_TPRISON 21 FXTYPE_GEN_TRANSFORM 22 FXTYPE_HE_ENERGIEBLITZ 23 FXTYPE_HOLOGRAM 24 FXTYPE_HOLOGRAM_RAY 25 FXTYPE_INVALID 26 FXTYPE_PORTAL1 27 FXTYPE_PORTAL2 28 FXTYPE_QFX_BLITZVOMHIMMEL 29 FXTYPE_QFX_FLIEGENSCHWARM 30 FXTYPE_QFX_GRUENERDUNST 31 FXTYPE_QFX_SERAGATE 32 FXTYPE_QFX_VERGIFTETER_BRUNNEN 33 FXTYPE_QFX_WASSERFALL 34 FXTYPE_SC_BURNINGDEAD 35 FXTYPE_SE_SCHOCKWELLE 36 FXTYPE_SIMPLELIGHT1 37 FXTYPE_SIMPLELIGHT3 38 FXTYPE_SK_KOHORTE_C 39 FXTYPE_SK_KOHORTE_I 40 FXTYPE_SMOKEBIGBLACK 41 FXTYPE_SMOKEBIGWHITE 42 FXTYPE_SMOKEMEDIUMGREY 43 FXTYPE_SMOKEMEDIUMWHITE 44 FXTYPE_SMOKESMALLWHITE 45 FXTYPE_SNOWFALL 46 FXTYPE_SPPL_RISE 47 FXTYPE_SUMMON 48 FXTYPE_WATERFALL2 Will add further inverstigation to to-do-list 1
Popular Post Flix 5,234 Posted January 24, 2022 Popular Post Posted January 24, 2022 My first thought: Add FXTYPE_FLYINGBATS to Glacial Spikes and let's see if we can cause a swarm of deadly bats. 1 2
nerasw 9 Posted February 21, 2022 Posted February 21, 2022 On 1/24/2022 at 5:51 AM, Flix said: My first thought: Add FXTYPE_FLYINGBATS to Glacial Spikes and let's see if we can cause a swarm of deadly bats. Reminds of a w3 dreadlord
Flix 5,234 Posted March 16, 2022 Posted March 16, 2022 @Lindor I exported the complete list of coded FX from s2core.dll. My apologies but I did not filter out ones you already documented, player FX or boss FX. Nor did I check which ones are purely environmental. This is basically just an export dump, in the hopes that maybe there's some undiscovered treasures left in there. If not, no big deal. I'm looking into adding some sounds for a lot of the silent FX. Spoiler "fx_aliensmoke" "fx_areafire1" "fx_arrow" "fx_arrow_c" "fx_arrow_fx" "fx_arrow_i" "fx_aura_energyleech" "fx_berserker_footstep" "fx_berserker_zerfetzen_c" "fx_blood" "fx_blooddrops1" "fx_blooddrops2" "fx_blooddrops3" "fx_blooddrops4" "fx_blood_black" "fx_blood_blue" "fx_blood_dust" "fx_blood_ghost" "fx_blood_green" "fx_blue1" "fx_bluefire" "fx_bluefire_large" "fx_BOOST" "fx_bossgolem_earthquake" "fx_bossgolem_earthquake2" "fx_bossgolem_earthquake_c" "fx_bossgolem_earthquake_i" "fx_bossgolem_earthsuck" "fx_bossgolem_energyonhand" "fx_bossgolem_energytransfer" "fx_bossgolem_shieldoff" "fx_bossgolem_shockwave" "fx_bossgolem_shockwave_c" "fx_bossgolem_shockwave_i" "fx_bossgolem_shockwave_shot" "fx_bossgolem_stonethrow" "fx_bossgolem_stonethrow_c" "fx_bossgolem_stonethrow_explode" "fx_bossgolem_stone_explode2" "fx_burningskin" "fx_butterfly" "fx_candle1" "fx_candlelight1" "fx_candlelight1a" "fx_candlelight1b" "fx_candlelight1c" "fx_candlelight1d" "fx_candlelight1e" "fx_candlelight1f" "fx_chest1a" "fx_chest1b" "fx_chest1g" "fx_chest1r" "fx_chest1w" "fx_chest2a" "fx_chest2b" "fx_chest2g" "fx_chest2r" "fx_chest2w" "fx_chest3a" "fx_chest3b" "fx_chest3g" "fx_chest3r" "fx_chest3w" "fx_chest4a" "fx_chest4b" "fx_chest4g" "fx_chest4r" "fx_chest4w" "fx_cm_blendungsstah2" "fx_cm_blendungsstah3" "fx_cm_blendungsstah4" "fx_cm_blendungsstahl" "fx_cm_blitzkette" "fx_cm_explosion" "fx_cm_kaelteaura" "fx_cm_teleport" "fx_cobold_fumble" "fx_dangerclass" "fx_death_bloodskull" "fx_death_eod_servant1" "fx_death_eod_servant2" "fx_death_hellhound" "fx_defektemaschine1" "fx_defektemaschine2" "fx_desertdust" "fx_dg_feueratem1" "fx_dg_feueratem2" "fx_dg_feuerboden" "fx_dm_beschuetzer" "fx_dm_beschuetzer_c" "fx_dm_cast_k" "fx_dm_cast_l" "fx_dm_dragonfire" "fx_dm_dragonfire_c" "fx_dm_dragonform_fireball" "fx_dm_eisring" "fx_dm_eisteppich" "fx_dm_energiebrand" "fx_dm_energiebrand_c" "fx_dm_ewigesfeuer" "fx_dm_ewigesfeuer_c" "fx_dm_feuerring" "fx_dm_feuerteppich" "fx_dm_gedankenschlag" "fx_dm_gedankenschlag_c" "fx_dm_kampftrance" "fx_dm_kampftrance_c" "fx_dm_mahlstrom" "fx_dm_mahlstrom_c" "fx_dm_morph_berserker" "fx_dm_morph_berserker_back" "fx_dm_morph_berserker_c" "fx_dm_morph_dragon" "fx_dm_morph_dragon_back" "fx_dm_morph_dragon_c" "fx_dm_morph_mount" "fx_dm_morph_mount_back" "fx_dm_morph_mount_c" "fx_dm_schutzrunen" "fx_dm_schutzrunen_c" "fx_dm_vertrauer" "fx_dm_vertrautert_firering" "fx_dm_vertrauter_c" "fx_dm_vertrauter_charge" "fx_dm_wall" "fx_dm_wall_c" "fx_dm_windstoss" "fx_dm_windstoss_c" "fx_dm_wirbelwind" "fx_dm_wirbelwind_c" "fx_dm_zerstoerer_explosion" "fx_dm_zerstoerer_spawn" "fx_dot_fire" "fx_dot_ice" "fx_dot_magic" "fx_dot_phys" "fx_dot_poison" "fx_dr_bodenspiesse" "fx_dr_bodenspiesse_c" "fx_dr_cast_k" "fx_dr_cast_l" "fx_dr_cast_m" "fx_dr_fluchdesverderbens" "fx_dr_fluchdesverderbens_c" "fx_dr_handauflegen" "fx_dr_handauflegen_c" "fx_dr_krankheit" "fx_dr_krankheit_c" "fx_dr_projektilfokus" "fx_dr_projektilfokus_c" "fx_dr_quaelen" "fx_dr_quaelen_c" "fx_dr_rindenhaut" "fx_dr_rindenhaut_c" "fx_dr_sprint" "fx_dr_sprint_c" "fx_dr_voodoototem" "fx_dr_voodoototem_c" "fx_dr_wacherverstand" "fx_dr_wacherverstand_c" "fx_dr_wirbeln" "fx_dr_wirbeln_c" "fx_dr_wucherwurzel" "fx_dr_wucherwurzel_c" "fx_dr_zombie" "fx_dr_zombie_c" "fx_dwarftossing" "fx_dwarftossing_c" "fx_dwarftossing_i" "fx_ee_magic" "fx_ee_magic_c" "fx_enemy_blind" "fx_enemy_cone_t_grunt_c" "fx_enemy_electricity_shock_c" "fx_enemy_electricity_shock_i" "fx_enemy_heal" "fx_enemy_heal_c" "fx_enemy_heilschub" "fx_enemy_heilschub_c" "fx_enemy_spikeshield_c" "fx_enemy_tenergy_explosion" "fx_enemy_tenergy_fireball" "fx_enemy_tenergy_fireball_c" "fx_enemy_whit_giftschlag_c" "fx_enemy_whit_verlangsamen" "fx_enemy_whit_zerfetzen_c" "fx_entzuenden" "fx_entzuenden_c" "fx_entzuenden_small" "fx_eye_explosion" "fx_eye_wirbelwind" "fx_fallingleafs" "fx_fallingrocks1" "fx_fallingrocks2" "fx_fallingrocks3" "fx_fallingsand1" "fx_fallingsand2" "fx_fd_blitzkette" "fx_fd_duesenstrahl" "fx_fd_laser_c" "fx_fd_laser_i" "fx_fd_laser_l" "fx_fd_laser_r" "fx_fd_sonic" "fx_fd_sonic_i" "fx_fd_tschuss_i" "fx_fd_tschuss_l" "fx_fd_tschuss_r" "fx_federnlassen" "fx_feuerregen" "fx_fire1" "fx_fire2" "fx_firedemon_eruption" "fx_firedemon_eruption_c" "fx_firedemon_firebig" "fx_firedemon_fireesmall" "fx_firedemon_footstep" "fx_firedemon_groundhit" "fx_firedemon_handfire" "fx_firedemon_lavacrack" "fx_firedemon_lavacrack_c" "fx_firedemon_smash" "fx_firedemon_staff" "fx_firedemon_teleport" "fx_firedemon_teleport_c" "fx_firehorse_footstep" "fx_flyingbats" "fx_fm_aufstehen" "fx_fm_cloud" "fx_fm_fountain" "fx_fm_idle1" "fx_fm_idle2" "fx_fm_idle3" "fx_fm_idle4" "fx_fm_idle5" "fx_fm_minion" "fx_footstepdust" "fx_footstepstones" "fx_footstepstones_small" "fx_footstepwater" "fx_fountain1" "fx_fountain2" "fx_fountain2_blood" "fx_fountain3" "fx_fountain4" "fx_fountain5" "fx_fountain6" "fx_fountain7" "fx_fountain7_blood" "fx_fountain8" "fx_fountain8_blood" "fx_fountain9" "fx_frostkreis" "fx_frostkreis_c" "fx_frostschock" "fx_frostschock_c" "fx_frostschock_i" "fx_gen_areaschaden" "fx_gen_armorset_bad" "fx_gen_armorset_good" "fx_gen_berserker" "fx_gen_blitzkette" "fx_gen_bluten" "fx_gen_buff_deakt" "fx_gen_castblock" "fx_gen_critical_hit" "fx_gen_elite" "fx_gen_feuerwand" "fx_gen_fireball1" "fx_gen_fireball1_dragon_i" "fx_gen_fireball1_i" "fx_gen_fireball2" "fx_gen_fireball2_dragon_i" "fx_gen_fireball2_i" "fx_gen_fireball3" "fx_gen_fireball3_dragon_i" "fx_gen_fireball3_i" "fx_gen_fireball4" "fx_gen_fireball4_dragon_i" "fx_gen_fireball4_i" "fx_gen_fireball5" "fx_gen_fireball_dragon1" "fx_gen_fireball_dragon2" "fx_gen_fireball_dragon3" "fx_gen_fireball_dragon4" "fx_gen_frag" "fx_gen_frag_black" "fx_gen_frag_blue" "fx_gen_frag_crystal" "fx_gen_frag_dust" "fx_gen_frag_ghost" "fx_gen_frag_green" "fx_gen_frag_p" "fx_gen_frag_p_armor_g" "fx_gen_frag_p_armor_s" "fx_gen_frag_p_black" "fx_gen_frag_p_blubber" "fx_gen_frag_p_blue" "fx_gen_frag_p_crystal" "fx_gen_frag_p_dust" "fx_gen_frag_p_eye" "fx_gen_frag_p_ghost" "fx_gen_frag_p_green" "fx_gen_frag_p_scream1" "fx_gen_frag_p_sparcle" "fx_gen_frostaura" "fx_gen_frostring" "fx_gen_lifeleach" "fx_gen_manaleach" "fx_gen_mehr_aw" "fx_gen_mehr_vw" "fx_gen_mirror_arrow" "fx_gen_mirror_magic" "fx_gen_missile1" "fx_gen_missile2" "fx_gen_missile3" "fx_gen_missile4" "fx_gen_nova1" "fx_gen_nova2" "fx_gen_nova3" "fx_gen_nova4" "fx_gen_ohnmacht" "fx_gen_root" "fx_gen_schrumpfkopf_hit" "fx_gen_schwaechung" "fx_gen_slowdown" "fx_gen_spawn1" "fx_gen_spawn1_i" "fx_gen_spawn2" "fx_gen_spawn2_i" "fx_gen_spawn3" "fx_gen_spawn3_i" "fx_gen_spawn4" "fx_gen_spawn4_i" "fx_gen_speedup" "fx_gen_stomp" "fx_gen_stun" "fx_gen_summon" "fx_gen_summon_pre" "fx_gen_teleport" "fx_gen_tmutate" "fx_gen_totem" "fx_gen_tprison" "fx_gen_transform" "fx_gen_trap1" "fx_gen_trap1_i" "fx_gen_trap2" "fx_gen_trap2_i" "fx_gen_trap3" "fx_gen_trap3_i" "fx_gen_trap4" "fx_gen_trap4_i" "fx_gen_trap5" "fx_gen_trap5_i" "fx_gen_trap6" "fx_gen_trap6_i" "fx_gen_trap7" "fx_gen_trap7_i" "fx_gen_trap8" "fx_gen_trap8_i" "fx_gen_trap_f" "fx_gen_unsichtbar" "fx_gen_unverwundbar" "fx_gen_weniger_heilung" "fx_gen_wind" "fx_geyser_steam1" "fx_geyser_steam2" "fx_geyser_steam3" "fx_geyser_water1" "fx_geyser_water2" "fx_geyser_water3" "fx_ghostheart" "fx_ghostreanimation" "fx_ghostreanimation_c" "fx_ghostscream" "fx_ghostscream_c" "fx_ghostscream_i" "fx_ghostshock" "fx_ghostshock2" "fx_ghostshock2_c" "fx_ghostshock_c" "fx_ghosttelekinesis" "fx_ghosttelekinesis_c" "fx_ghosttelekinesis_i" "fx_ghoul_blocken_c" "fx_giftfontaine_c" "fx_giftspritzen" "fx_giftspritzen_i" "fx_glow1" "fx_glow3" "fx_glowingchrystal1" "fx_glowingchrystal2" "fx_glowingchrystal3" "fx_glowingchrystal4" "fx_glowingchrystal5" "fx_glowingchrystal6" "fx_glowingmushroom1" "fx_glowingmushroom2" "fx_glowingmushroom3" "fx_glowingmushroom4" "fx_glowingmushroom5" "fx_glowingmushroom6" "fx_gluehendeasche" "fx_golem_handfog_r" "fx_greenfire" "fx_groundfogblue" "fx_groundfoggreen" "fx_groundfoggrey" "fx_groundfogred" "fx_gs_daemon" "fx_gs_daemon_c" "fx_gs_daemon_i" "fx_gs_drohnen" "fx_gs_drohnen_c" "fx_gs_erhellen" "fx_gs_erhellen2" "fx_gs_erhellen_c" "fx_gs_erhellen_i" "fx_gs_kriegsrausch_c" "fx_gs_lebenskraft" "fx_gs_lebenskraft_c" "fx_gs_schutzschild" "fx_gs_schutzschild_c" "fx_hand_glow" "fx_heal" "fx_heal_c" "fx_hemnt_atem" "fx_hemnt_glitzern" "fx_he_bannkreis" "fx_he_bannkreis_c" "fx_he_cast_k" "fx_he_cast_l" "fx_he_cast_m" "fx_he_eissplitter" "fx_he_eissplitter_c" "fx_he_energieblitz" "fx_he_energieblitz_c" "fx_he_energieblitz_i" "fx_he_fd_feuerball" "fx_he_fd_feuerball_c" "fx_he_feuerball" "fx_he_feuerball_c" "fx_he_feuerball_i" "fx_he_feuerdaemon" "fx_he_feuerdaemon_c" "fx_he_feuerhaut" "fx_he_feuerhaut_c" "fx_he_feuersturm" "fx_he_feuersturm_c" "fx_he_feuersturm_s" "fx_he_frostschlag" "fx_he_frostschlag_c" "fx_he_frostschlag_i" "fx_he_kristallhaut" "fx_he_kristallhaut_c" "fx_he_kristallhaut_p" "fx_he_magischerschlag" "fx_he_magischerschlag_c" "fx_he_meteor" "fx_he_meteor_c" "fx_he_meteor_i" "fx_he_meteor_i2" "fx_he_meteor_p" "fx_he_nebelform" "fx_he_nebelform_c" "fx_he_regenerationskraft" "fx_he_regenerationskraft_c" "fx_he_schneesturm" "fx_he_schneesturm_c" "fx_he_teleport" "fx_he_teleport_c" "fx_hologram" "fx_hologram_ray" "fx_horse_ramming" "fx_inq_cast_k" "fx_inq_cast_l" "fx_inq_cast_m" "fx_inq_doppelgaenger" "fx_inq_doppelgaenger_c" "fx_inq_eifer" "fx_inq_eifer_c" "fx_inq_entsetzen" "fx_inq_entsetzen_c" "fx_inq_faecherblitz" "fx_inq_faecherblitz_c" "fx_inq_kasteiung" "fx_inq_kasteiung_c" "fx_inq_machtsog" "fx_inq_machtsog_c" "fx_inq_machtstoss" "fx_inq_machtstoss_c" "fx_inq_pranger" "fx_inq_pranger_c" "fx_inq_schaendung" "fx_inq_schaendung2" "fx_inq_schaendung_c" "fx_inq_schaendung_p" "fx_inq_seelenfaenger" "fx_inq_seelenfaenger_c" "fx_inq_seelenfaenger_s" "fx_inq_seelenraub" "fx_inq_seelenraub_c" "fx_inq_vergeltung" "fx_inq_vergeltung_c" "fx_inq_versklavung" "fx_inq_versklavung_c" "fx_irrlicht" "fx_kehlenreisser" "fx_klauenangriff" "fx_landslide" "fx_landslide2" "fx_landslide_c" "fx_landslide_i" "fx_lava1" "fx_lava2" "fx_lavaburst1" "fx_lavaburst2" "fx_lavafall1" "fx_lavafall2" "fx_lavafall3" "fx_lavafall4" "fx_leafflush" "fx_levelup" "fx_lifeleech" "fx_lifeleech_c" "fx_lifeleech_i" "fx_lightsabre1" "fx_lightsabre2" "fx_lightsabre3" "fx_lightsabre4" "fx_magiclight" "fx_magischesversteck1" "fx_magischesversteck2" "fx_magischesversteck3" "fx_max" "fx_minion_range" "fx_mm_aktivstrahl" "fx_mm_schild" "fx_mm_schockwelle" "fx_mm_spruehen" "fx_mm_stampfen" "fx_ofen" "fx_oilfire1" "fx_oilfire2" "fx_oilfire3" "fx_pestbeule1" "fx_pestbeule_c" "fx_pestbeule_i" "fx_ph_dragonfire" "fx_ph_meteor_i" "fx_ph_meteor_p" "fx_ph_pull" "fx_ph_shield" "fx_ph_shield_ray_a" "fx_ph_shield_ray_b" "fx_portal1" "fx_portal2" "fx_psycholight1" "fx_pusteblume" "fx_qfx_blitzvomhimmel" "fx_qfx_cast" "fx_qfx_dreckigeswasser" "fx_qfx_eiterblase" "fx_qfx_fliegenschwarm" "fx_qfx_gruenerdunst" "fx_qfx_hexentopf" "fx_qfx_pfuetze" "fx_qfx_respawnstone" "fx_qfx_schleimblase" "fx_qfx_seragate" "fx_qfx_vergifteter_brunnen" "fx_qfx_wasserfall" "fx_reagenzglas" "fx_runningbugs" "fx_sandpeople_schlachtschrei" "fx_sandpeople_schlachtschrei_c" "fx_sculpting" "fx_sc_burningdead" "fx_sc_dreckwolke" "fx_sc_footstep" "fx_sc_schild" "fx_sc_stachel" "fx_sera_mystique" "fx_se_beeeffgee" "fx_se_beeeffgee_c" "fx_se_befluegeln" "fx_se_befluegeln_c" "fx_se_bekehrung" "fx_se_bekehrung_c" "fx_se_blitz" "fx_se_blitz_c" "fx_se_blitz_i" "fx_se_cast_k" "fx_se_cast_l" "fx_se_cast_m" "fx_se_energieschild" "fx_se_energieschild_c" "fx_se_heilen" "fx_se_heilen_c" "fx_se_kampfhaltung" "fx_se_kampfhaltung_c" "fx_se_lichtaura" "fx_se_lichtaura_c" "fx_se_lichtsaeule" "fx_se_lichtsaeule_c" "fx_se_notschild" "fx_se_notschild_c" "fx_se_schockwelle" "fx_se_schockwelle_c" "fx_se_schwertfeuer" "fx_se_schwertfeuer_c" "fx_simplelight1" "fx_simplelight2" "fx_simplelight3" "fx_simplelight4" "fx_skeletonfear" "fx_skeletonfear_c" "fx_skeletonheal" "fx_skeleton_arrowtrail" "fx_skeleton_arrowtrail_i" "fx_skeleton_fireball" "fx_skeleton_fireball_c" "fx_skeleton_fireball_i" "fx_skeleton_fireshield" "fx_skeleton_fireshield_c" "fx_skeleton_frostshield" "fx_skeleton_poisonshield" "fx_skeleton_root" "fx_skeleton_root_c" "fx_skel_staff" "fx_sk_cast_k" "fx_sk_cast_l" "fx_sk_cast_m" "fx_sk_geisterhand" "fx_sk_geisterhand_c" "fx_sk_geistform" "fx_sk_geistform_c" "fx_sk_geistform_nospec" "fx_sk_kampfbefehl" "fx_sk_kampfbefehl_c" "fx_sk_kampfbefehl_s" "fx_sk_kampfrausch" "fx_sk_kampfrausch_c" "fx_sk_kampfrausch_s" "fx_sk_kampfruf" "fx_sk_kampfruf_c" "fx_sk_kohorte" "fx_sk_kohorte_c" "fx_sk_kohorte_i" "fx_sk_kohorte_i2" "fx_sk_kohorte_skeletonglow" "fx_sk_provozieren" "fx_sk_provozieren_c" "fx_sk_standarte" "fx_sk_standarte_c" "fx_sk_todeskaelte" "fx_sk_todeskaelte_c" "fx_sk_todeskaelte_s" "fx_sk_umlenkung" "fx_sk_umlenkung_c" "fx_sk_unterstuetzung" "fx_sk_unterstuetzung_c" "fx_sk_unterstuetzung_s" "fx_sk_willensstaerke" "fx_sk_willensstaerke_c" "fx_smokebigblack" "fx_smokebiggrey" "fx_smokebigwhite" "fx_smokemediumblack" "fx_smokemediumgrey" "fx_smokemediumwhite" "fx_smokesmallblack" "fx_smokesmallblack2" "fx_smokesmallgrey" "fx_smokesmallgrey2" "fx_smokesmallwhite" "fx_smokesmallwhite2" "fx_snowfall" "fx_solarsystem" "fx_spinnennetz" "fx_spinnennetz_c" "fx_sppl_rise" "fx_streetlamp1" "fx_streetlamp2" "fx_streetlamp3" "fx_streetlamp4" "fx_streetlamp5" "fx_streetlamp6a" "fx_streetlamp6b" "fx_streetlamp7" "fx_streetlamp8" "fx_streetlampx" "fx_test" "fx_tgun" "fx_throw_generic" "fx_tleck" "fx_trollrock" "fx_trollrock_c" "fx_trollrock_i" "fx_tstrahl" "fx_tstrahl_i" "fx_twaterdrops1" "fx_twaterdrops2" "fx_twaterdrops3" "fx_twaterdrops4" "fx_tw_archimedisstrahl" "fx_tw_archimedisstrahl_c" "fx_tw_archimedisstrahl_i" "fx_tw_cast_l" "fx_tw_cast_m" "fx_tw_eiseskaelte" "fx_tw_eiseskaelte_c" "fx_tw_eiseskaelte_s" "fx_tw_energienetz" "fx_tw_energienetz_c" "fx_tw_energienetz_s" "fx_tw_flammenwerfer" "fx_tw_flammenwerfer_c" "fx_tw_gluthitze" "fx_tw_gluthitze_c" "fx_tw_gluthitze_s" "fx_tw_kampfaura" "fx_tw_kampfaura_c" "fx_tw_levitieren" "fx_tw_levitieren_c" "fx_tw_mutieren" "fx_tw_mutieren_c" "fx_tw_projektil" "fx_tw_projektil_c" "fx_tw_schockpulse" "fx_tw_schockpulse_c" "fx_tw_schoepfungsschlag" "fx_tw_schoepfungsschlag_c" "fx_tw_tkampfschild" "fx_tw_tkampfschild_c" "fx_tw_todesspiesse" "fx_tw_todesspiesse_c" "fx_tw_tschock" "fx_tw_tschock_c" "fx_viewer_test" "fx_waterbubbles" "fx_waterdash" "fx_waterdrops1" "fx_waterdrops2" "fx_waterdrops3" "fx_waterdrops4" "fx_waterfall1" "fx_waterfall2" "fx_waterfall3" "fx_waterfall3" "fx_waterfall4" "fx_wc_armhitswater1" "fx_wc_armhitswater2" "fx_wc_armhitswater3" "fx_wc_electro_arm" "fx_wc_elektro_kopf" "fx_wc_tintenstrahl" "fx_wc_tintenstrahl_i" "fx_wc_welle" "fx_windblownleafs" "fx_wispblue" "fx_wispgreen" "fx_wispred" "fx_wispwhite" "fx_worldobject" "fx_wpn_fire" "fx_wpn_glow1" "fx_wpn_glow2" "fx_wpn_he_magischerschlag" "fx_wpn_ice" "fx_wpn_lighting" "fx_wpn_magic" "fx_wpn_pickup" "fx_wpn_poison" "fx_wpn_shoot1_blue" "fx_wpn_shoot1_gold" "fx_wpn_shoot1_green" "fx_wpn_shoot2_blue" "fx_wpn_shoot2_gold" "fx_wpn_shoot2_green" "fx_wpn_signal" "fx_wpn_signal_blue" "fx_wpn_signal_brown" "fx_wpn_signal_green" "fx_wpn_signal_grey" "fx_wpn_signal_red" "fx_wpn_signal_white" "fx_wpn_signal_yellow" "fx_zombie_iceatem_c" "fx_zombie_pestatem_c" "fx_zombie_schleimbatzen_c" 1
Lindor 574 Posted March 16, 2022 Author Posted March 16, 2022 47 minutes ago, Flix said: @Lindor I exported the complete list of coded FX from s2core.dll. My apologies but I did not filter out ones you already documented, player FX or boss FX. Nor did I check which ones are purely environmental. This is basically just an export dump, in the hopes that maybe there's some undiscovered treasures left in there. If not, no big deal. I'm looking into adding some sounds for a lot of the silent FX. Reveal hidden contents "fx_aliensmoke" "fx_areafire1" "fx_arrow" "fx_arrow_c" "fx_arrow_fx" "fx_arrow_i" "fx_aura_energyleech" "fx_berserker_footstep" "fx_berserker_zerfetzen_c" "fx_blood" "fx_blooddrops1" "fx_blooddrops2" "fx_blooddrops3" "fx_blooddrops4" "fx_blood_black" "fx_blood_blue" "fx_blood_dust" "fx_blood_ghost" "fx_blood_green" "fx_blue1" "fx_bluefire" "fx_bluefire_large" "fx_BOOST" "fx_bossgolem_earthquake" "fx_bossgolem_earthquake2" "fx_bossgolem_earthquake_c" "fx_bossgolem_earthquake_i" "fx_bossgolem_earthsuck" "fx_bossgolem_energyonhand" "fx_bossgolem_energytransfer" "fx_bossgolem_shieldoff" "fx_bossgolem_shockwave" "fx_bossgolem_shockwave_c" "fx_bossgolem_shockwave_i" "fx_bossgolem_shockwave_shot" "fx_bossgolem_stonethrow" "fx_bossgolem_stonethrow_c" "fx_bossgolem_stonethrow_explode" "fx_bossgolem_stone_explode2" "fx_burningskin" "fx_butterfly" "fx_candle1" "fx_candlelight1" "fx_candlelight1a" "fx_candlelight1b" "fx_candlelight1c" "fx_candlelight1d" "fx_candlelight1e" "fx_candlelight1f" "fx_chest1a" "fx_chest1b" "fx_chest1g" "fx_chest1r" "fx_chest1w" "fx_chest2a" "fx_chest2b" "fx_chest2g" "fx_chest2r" "fx_chest2w" "fx_chest3a" "fx_chest3b" "fx_chest3g" "fx_chest3r" "fx_chest3w" "fx_chest4a" "fx_chest4b" "fx_chest4g" "fx_chest4r" "fx_chest4w" "fx_cm_blendungsstah2" "fx_cm_blendungsstah3" "fx_cm_blendungsstah4" "fx_cm_blendungsstahl" "fx_cm_blitzkette" "fx_cm_explosion" "fx_cm_kaelteaura" "fx_cm_teleport" "fx_cobold_fumble" "fx_dangerclass" "fx_death_bloodskull" "fx_death_eod_servant1" "fx_death_eod_servant2" "fx_death_hellhound" "fx_defektemaschine1" "fx_defektemaschine2" "fx_desertdust" "fx_dg_feueratem1" "fx_dg_feueratem2" "fx_dg_feuerboden" "fx_dm_beschuetzer" "fx_dm_beschuetzer_c" "fx_dm_cast_k" "fx_dm_cast_l" "fx_dm_dragonfire" "fx_dm_dragonfire_c" "fx_dm_dragonform_fireball" "fx_dm_eisring" "fx_dm_eisteppich" "fx_dm_energiebrand" "fx_dm_energiebrand_c" "fx_dm_ewigesfeuer" "fx_dm_ewigesfeuer_c" "fx_dm_feuerring" "fx_dm_feuerteppich" "fx_dm_gedankenschlag" "fx_dm_gedankenschlag_c" "fx_dm_kampftrance" "fx_dm_kampftrance_c" "fx_dm_mahlstrom" "fx_dm_mahlstrom_c" "fx_dm_morph_berserker" "fx_dm_morph_berserker_back" "fx_dm_morph_berserker_c" "fx_dm_morph_dragon" "fx_dm_morph_dragon_back" "fx_dm_morph_dragon_c" "fx_dm_morph_mount" "fx_dm_morph_mount_back" "fx_dm_morph_mount_c" "fx_dm_schutzrunen" "fx_dm_schutzrunen_c" "fx_dm_vertrauer" "fx_dm_vertrautert_firering" "fx_dm_vertrauter_c" "fx_dm_vertrauter_charge" "fx_dm_wall" "fx_dm_wall_c" "fx_dm_windstoss" "fx_dm_windstoss_c" "fx_dm_wirbelwind" "fx_dm_wirbelwind_c" "fx_dm_zerstoerer_explosion" "fx_dm_zerstoerer_spawn" "fx_dot_fire" "fx_dot_ice" "fx_dot_magic" "fx_dot_phys" "fx_dot_poison" "fx_dr_bodenspiesse" "fx_dr_bodenspiesse_c" "fx_dr_cast_k" "fx_dr_cast_l" "fx_dr_cast_m" "fx_dr_fluchdesverderbens" "fx_dr_fluchdesverderbens_c" "fx_dr_handauflegen" "fx_dr_handauflegen_c" "fx_dr_krankheit" "fx_dr_krankheit_c" "fx_dr_projektilfokus" "fx_dr_projektilfokus_c" "fx_dr_quaelen" "fx_dr_quaelen_c" "fx_dr_rindenhaut" "fx_dr_rindenhaut_c" "fx_dr_sprint" "fx_dr_sprint_c" "fx_dr_voodoototem" "fx_dr_voodoototem_c" "fx_dr_wacherverstand" "fx_dr_wacherverstand_c" "fx_dr_wirbeln" "fx_dr_wirbeln_c" "fx_dr_wucherwurzel" "fx_dr_wucherwurzel_c" "fx_dr_zombie" "fx_dr_zombie_c" "fx_dwarftossing" "fx_dwarftossing_c" "fx_dwarftossing_i" "fx_ee_magic" "fx_ee_magic_c" "fx_enemy_blind" "fx_enemy_cone_t_grunt_c" "fx_enemy_electricity_shock_c" "fx_enemy_electricity_shock_i" "fx_enemy_heal" "fx_enemy_heal_c" "fx_enemy_heilschub" "fx_enemy_heilschub_c" "fx_enemy_spikeshield_c" "fx_enemy_tenergy_explosion" "fx_enemy_tenergy_fireball" "fx_enemy_tenergy_fireball_c" "fx_enemy_whit_giftschlag_c" "fx_enemy_whit_verlangsamen" "fx_enemy_whit_zerfetzen_c" "fx_entzuenden" "fx_entzuenden_c" "fx_entzuenden_small" "fx_eye_explosion" "fx_eye_wirbelwind" "fx_fallingleafs" "fx_fallingrocks1" "fx_fallingrocks2" "fx_fallingrocks3" "fx_fallingsand1" "fx_fallingsand2" "fx_fd_blitzkette" "fx_fd_duesenstrahl" "fx_fd_laser_c" "fx_fd_laser_i" "fx_fd_laser_l" "fx_fd_laser_r" "fx_fd_sonic" "fx_fd_sonic_i" "fx_fd_tschuss_i" "fx_fd_tschuss_l" "fx_fd_tschuss_r" "fx_federnlassen" "fx_feuerregen" "fx_fire1" "fx_fire2" "fx_firedemon_eruption" "fx_firedemon_eruption_c" "fx_firedemon_firebig" "fx_firedemon_fireesmall" "fx_firedemon_footstep" "fx_firedemon_groundhit" "fx_firedemon_handfire" "fx_firedemon_lavacrack" "fx_firedemon_lavacrack_c" "fx_firedemon_smash" "fx_firedemon_staff" "fx_firedemon_teleport" "fx_firedemon_teleport_c" "fx_firehorse_footstep" "fx_flyingbats" "fx_fm_aufstehen" "fx_fm_cloud" "fx_fm_fountain" "fx_fm_idle1" "fx_fm_idle2" "fx_fm_idle3" "fx_fm_idle4" "fx_fm_idle5" "fx_fm_minion" "fx_footstepdust" "fx_footstepstones" "fx_footstepstones_small" "fx_footstepwater" "fx_fountain1" "fx_fountain2" "fx_fountain2_blood" "fx_fountain3" "fx_fountain4" "fx_fountain5" "fx_fountain6" "fx_fountain7" "fx_fountain7_blood" "fx_fountain8" "fx_fountain8_blood" "fx_fountain9" "fx_frostkreis" "fx_frostkreis_c" "fx_frostschock" "fx_frostschock_c" "fx_frostschock_i" "fx_gen_areaschaden" "fx_gen_armorset_bad" "fx_gen_armorset_good" "fx_gen_berserker" "fx_gen_blitzkette" "fx_gen_bluten" "fx_gen_buff_deakt" "fx_gen_castblock" "fx_gen_critical_hit" "fx_gen_elite" "fx_gen_feuerwand" "fx_gen_fireball1" "fx_gen_fireball1_dragon_i" "fx_gen_fireball1_i" "fx_gen_fireball2" "fx_gen_fireball2_dragon_i" "fx_gen_fireball2_i" "fx_gen_fireball3" "fx_gen_fireball3_dragon_i" "fx_gen_fireball3_i" "fx_gen_fireball4" "fx_gen_fireball4_dragon_i" "fx_gen_fireball4_i" "fx_gen_fireball5" "fx_gen_fireball_dragon1" "fx_gen_fireball_dragon2" "fx_gen_fireball_dragon3" "fx_gen_fireball_dragon4" "fx_gen_frag" "fx_gen_frag_black" "fx_gen_frag_blue" "fx_gen_frag_crystal" "fx_gen_frag_dust" "fx_gen_frag_ghost" "fx_gen_frag_green" "fx_gen_frag_p" "fx_gen_frag_p_armor_g" "fx_gen_frag_p_armor_s" "fx_gen_frag_p_black" "fx_gen_frag_p_blubber" "fx_gen_frag_p_blue" "fx_gen_frag_p_crystal" "fx_gen_frag_p_dust" "fx_gen_frag_p_eye" "fx_gen_frag_p_ghost" "fx_gen_frag_p_green" "fx_gen_frag_p_scream1" "fx_gen_frag_p_sparcle" "fx_gen_frostaura" "fx_gen_frostring" "fx_gen_lifeleach" "fx_gen_manaleach" "fx_gen_mehr_aw" "fx_gen_mehr_vw" "fx_gen_mirror_arrow" "fx_gen_mirror_magic" "fx_gen_missile1" "fx_gen_missile2" "fx_gen_missile3" "fx_gen_missile4" "fx_gen_nova1" "fx_gen_nova2" "fx_gen_nova3" "fx_gen_nova4" "fx_gen_ohnmacht" "fx_gen_root" "fx_gen_schrumpfkopf_hit" "fx_gen_schwaechung" "fx_gen_slowdown" "fx_gen_spawn1" "fx_gen_spawn1_i" "fx_gen_spawn2" "fx_gen_spawn2_i" "fx_gen_spawn3" "fx_gen_spawn3_i" "fx_gen_spawn4" "fx_gen_spawn4_i" "fx_gen_speedup" "fx_gen_stomp" "fx_gen_stun" "fx_gen_summon" "fx_gen_summon_pre" "fx_gen_teleport" "fx_gen_tmutate" "fx_gen_totem" "fx_gen_tprison" "fx_gen_transform" "fx_gen_trap1" "fx_gen_trap1_i" "fx_gen_trap2" "fx_gen_trap2_i" "fx_gen_trap3" "fx_gen_trap3_i" "fx_gen_trap4" "fx_gen_trap4_i" "fx_gen_trap5" "fx_gen_trap5_i" "fx_gen_trap6" "fx_gen_trap6_i" "fx_gen_trap7" "fx_gen_trap7_i" "fx_gen_trap8" "fx_gen_trap8_i" "fx_gen_trap_f" "fx_gen_unsichtbar" "fx_gen_unverwundbar" "fx_gen_weniger_heilung" "fx_gen_wind" "fx_geyser_steam1" "fx_geyser_steam2" "fx_geyser_steam3" "fx_geyser_water1" "fx_geyser_water2" "fx_geyser_water3" "fx_ghostheart" "fx_ghostreanimation" "fx_ghostreanimation_c" "fx_ghostscream" "fx_ghostscream_c" "fx_ghostscream_i" "fx_ghostshock" "fx_ghostshock2" "fx_ghostshock2_c" "fx_ghostshock_c" "fx_ghosttelekinesis" "fx_ghosttelekinesis_c" "fx_ghosttelekinesis_i" "fx_ghoul_blocken_c" "fx_giftfontaine_c" "fx_giftspritzen" "fx_giftspritzen_i" "fx_glow1" "fx_glow3" "fx_glowingchrystal1" "fx_glowingchrystal2" "fx_glowingchrystal3" "fx_glowingchrystal4" "fx_glowingchrystal5" "fx_glowingchrystal6" "fx_glowingmushroom1" "fx_glowingmushroom2" "fx_glowingmushroom3" "fx_glowingmushroom4" "fx_glowingmushroom5" "fx_glowingmushroom6" "fx_gluehendeasche" "fx_golem_handfog_r" "fx_greenfire" "fx_groundfogblue" "fx_groundfoggreen" "fx_groundfoggrey" "fx_groundfogred" "fx_gs_daemon" "fx_gs_daemon_c" "fx_gs_daemon_i" "fx_gs_drohnen" "fx_gs_drohnen_c" "fx_gs_erhellen" "fx_gs_erhellen2" "fx_gs_erhellen_c" "fx_gs_erhellen_i" "fx_gs_kriegsrausch_c" "fx_gs_lebenskraft" "fx_gs_lebenskraft_c" "fx_gs_schutzschild" "fx_gs_schutzschild_c" "fx_hand_glow" "fx_heal" "fx_heal_c" "fx_hemnt_atem" "fx_hemnt_glitzern" "fx_he_bannkreis" "fx_he_bannkreis_c" "fx_he_cast_k" "fx_he_cast_l" "fx_he_cast_m" "fx_he_eissplitter" "fx_he_eissplitter_c" "fx_he_energieblitz" "fx_he_energieblitz_c" "fx_he_energieblitz_i" "fx_he_fd_feuerball" "fx_he_fd_feuerball_c" "fx_he_feuerball" "fx_he_feuerball_c" "fx_he_feuerball_i" "fx_he_feuerdaemon" "fx_he_feuerdaemon_c" "fx_he_feuerhaut" "fx_he_feuerhaut_c" "fx_he_feuersturm" "fx_he_feuersturm_c" "fx_he_feuersturm_s" "fx_he_frostschlag" "fx_he_frostschlag_c" "fx_he_frostschlag_i" "fx_he_kristallhaut" "fx_he_kristallhaut_c" "fx_he_kristallhaut_p" "fx_he_magischerschlag" "fx_he_magischerschlag_c" "fx_he_meteor" "fx_he_meteor_c" "fx_he_meteor_i" "fx_he_meteor_i2" "fx_he_meteor_p" "fx_he_nebelform" "fx_he_nebelform_c" "fx_he_regenerationskraft" "fx_he_regenerationskraft_c" "fx_he_schneesturm" "fx_he_schneesturm_c" "fx_he_teleport" "fx_he_teleport_c" "fx_hologram" "fx_hologram_ray" "fx_horse_ramming" "fx_inq_cast_k" "fx_inq_cast_l" "fx_inq_cast_m" "fx_inq_doppelgaenger" "fx_inq_doppelgaenger_c" "fx_inq_eifer" "fx_inq_eifer_c" "fx_inq_entsetzen" "fx_inq_entsetzen_c" "fx_inq_faecherblitz" "fx_inq_faecherblitz_c" "fx_inq_kasteiung" "fx_inq_kasteiung_c" "fx_inq_machtsog" "fx_inq_machtsog_c" "fx_inq_machtstoss" "fx_inq_machtstoss_c" "fx_inq_pranger" "fx_inq_pranger_c" "fx_inq_schaendung" "fx_inq_schaendung2" "fx_inq_schaendung_c" "fx_inq_schaendung_p" "fx_inq_seelenfaenger" "fx_inq_seelenfaenger_c" "fx_inq_seelenfaenger_s" "fx_inq_seelenraub" "fx_inq_seelenraub_c" "fx_inq_vergeltung" "fx_inq_vergeltung_c" "fx_inq_versklavung" "fx_inq_versklavung_c" "fx_irrlicht" "fx_kehlenreisser" "fx_klauenangriff" "fx_landslide" "fx_landslide2" "fx_landslide_c" "fx_landslide_i" "fx_lava1" "fx_lava2" "fx_lavaburst1" "fx_lavaburst2" "fx_lavafall1" "fx_lavafall2" "fx_lavafall3" "fx_lavafall4" "fx_leafflush" "fx_levelup" "fx_lifeleech" "fx_lifeleech_c" "fx_lifeleech_i" "fx_lightsabre1" "fx_lightsabre2" "fx_lightsabre3" "fx_lightsabre4" "fx_magiclight" "fx_magischesversteck1" "fx_magischesversteck2" "fx_magischesversteck3" "fx_max" "fx_minion_range" "fx_mm_aktivstrahl" "fx_mm_schild" "fx_mm_schockwelle" "fx_mm_spruehen" "fx_mm_stampfen" "fx_ofen" "fx_oilfire1" "fx_oilfire2" "fx_oilfire3" "fx_pestbeule1" "fx_pestbeule_c" "fx_pestbeule_i" "fx_ph_dragonfire" "fx_ph_meteor_i" "fx_ph_meteor_p" "fx_ph_pull" "fx_ph_shield" "fx_ph_shield_ray_a" "fx_ph_shield_ray_b" "fx_portal1" "fx_portal2" "fx_psycholight1" "fx_pusteblume" "fx_qfx_blitzvomhimmel" "fx_qfx_cast" "fx_qfx_dreckigeswasser" "fx_qfx_eiterblase" "fx_qfx_fliegenschwarm" "fx_qfx_gruenerdunst" "fx_qfx_hexentopf" "fx_qfx_pfuetze" "fx_qfx_respawnstone" "fx_qfx_schleimblase" "fx_qfx_seragate" "fx_qfx_vergifteter_brunnen" "fx_qfx_wasserfall" "fx_reagenzglas" "fx_runningbugs" "fx_sandpeople_schlachtschrei" "fx_sandpeople_schlachtschrei_c" "fx_sculpting" "fx_sc_burningdead" "fx_sc_dreckwolke" "fx_sc_footstep" "fx_sc_schild" "fx_sc_stachel" "fx_sera_mystique" "fx_se_beeeffgee" "fx_se_beeeffgee_c" "fx_se_befluegeln" "fx_se_befluegeln_c" "fx_se_bekehrung" "fx_se_bekehrung_c" "fx_se_blitz" "fx_se_blitz_c" "fx_se_blitz_i" "fx_se_cast_k" "fx_se_cast_l" "fx_se_cast_m" "fx_se_energieschild" "fx_se_energieschild_c" "fx_se_heilen" "fx_se_heilen_c" "fx_se_kampfhaltung" "fx_se_kampfhaltung_c" "fx_se_lichtaura" "fx_se_lichtaura_c" "fx_se_lichtsaeule" "fx_se_lichtsaeule_c" "fx_se_notschild" "fx_se_notschild_c" "fx_se_schockwelle" "fx_se_schockwelle_c" "fx_se_schwertfeuer" "fx_se_schwertfeuer_c" "fx_simplelight1" "fx_simplelight2" "fx_simplelight3" "fx_simplelight4" "fx_skeletonfear" "fx_skeletonfear_c" "fx_skeletonheal" "fx_skeleton_arrowtrail" "fx_skeleton_arrowtrail_i" "fx_skeleton_fireball" "fx_skeleton_fireball_c" "fx_skeleton_fireball_i" "fx_skeleton_fireshield" "fx_skeleton_fireshield_c" "fx_skeleton_frostshield" "fx_skeleton_poisonshield" "fx_skeleton_root" "fx_skeleton_root_c" "fx_skel_staff" "fx_sk_cast_k" "fx_sk_cast_l" "fx_sk_cast_m" "fx_sk_geisterhand" "fx_sk_geisterhand_c" "fx_sk_geistform" "fx_sk_geistform_c" "fx_sk_geistform_nospec" "fx_sk_kampfbefehl" "fx_sk_kampfbefehl_c" "fx_sk_kampfbefehl_s" "fx_sk_kampfrausch" "fx_sk_kampfrausch_c" "fx_sk_kampfrausch_s" "fx_sk_kampfruf" "fx_sk_kampfruf_c" "fx_sk_kohorte" "fx_sk_kohorte_c" "fx_sk_kohorte_i" "fx_sk_kohorte_i2" "fx_sk_kohorte_skeletonglow" "fx_sk_provozieren" "fx_sk_provozieren_c" "fx_sk_standarte" "fx_sk_standarte_c" "fx_sk_todeskaelte" "fx_sk_todeskaelte_c" "fx_sk_todeskaelte_s" "fx_sk_umlenkung" "fx_sk_umlenkung_c" "fx_sk_unterstuetzung" "fx_sk_unterstuetzung_c" "fx_sk_unterstuetzung_s" "fx_sk_willensstaerke" "fx_sk_willensstaerke_c" "fx_smokebigblack" "fx_smokebiggrey" "fx_smokebigwhite" "fx_smokemediumblack" "fx_smokemediumgrey" "fx_smokemediumwhite" "fx_smokesmallblack" "fx_smokesmallblack2" "fx_smokesmallgrey" "fx_smokesmallgrey2" "fx_smokesmallwhite" "fx_smokesmallwhite2" "fx_snowfall" "fx_solarsystem" "fx_spinnennetz" "fx_spinnennetz_c" "fx_sppl_rise" "fx_streetlamp1" "fx_streetlamp2" "fx_streetlamp3" "fx_streetlamp4" "fx_streetlamp5" "fx_streetlamp6a" "fx_streetlamp6b" "fx_streetlamp7" "fx_streetlamp8" "fx_streetlampx" "fx_test" "fx_tgun" "fx_throw_generic" "fx_tleck" "fx_trollrock" "fx_trollrock_c" "fx_trollrock_i" "fx_tstrahl" "fx_tstrahl_i" "fx_twaterdrops1" "fx_twaterdrops2" "fx_twaterdrops3" "fx_twaterdrops4" "fx_tw_archimedisstrahl" "fx_tw_archimedisstrahl_c" "fx_tw_archimedisstrahl_i" "fx_tw_cast_l" "fx_tw_cast_m" "fx_tw_eiseskaelte" "fx_tw_eiseskaelte_c" "fx_tw_eiseskaelte_s" "fx_tw_energienetz" "fx_tw_energienetz_c" "fx_tw_energienetz_s" "fx_tw_flammenwerfer" "fx_tw_flammenwerfer_c" "fx_tw_gluthitze" "fx_tw_gluthitze_c" "fx_tw_gluthitze_s" "fx_tw_kampfaura" "fx_tw_kampfaura_c" "fx_tw_levitieren" "fx_tw_levitieren_c" "fx_tw_mutieren" "fx_tw_mutieren_c" "fx_tw_projektil" "fx_tw_projektil_c" "fx_tw_schockpulse" "fx_tw_schockpulse_c" "fx_tw_schoepfungsschlag" "fx_tw_schoepfungsschlag_c" "fx_tw_tkampfschild" "fx_tw_tkampfschild_c" "fx_tw_todesspiesse" "fx_tw_todesspiesse_c" "fx_tw_tschock" "fx_tw_tschock_c" "fx_viewer_test" "fx_waterbubbles" "fx_waterdash" "fx_waterdrops1" "fx_waterdrops2" "fx_waterdrops3" "fx_waterdrops4" "fx_waterfall1" "fx_waterfall2" "fx_waterfall3" "fx_waterfall3" "fx_waterfall4" "fx_wc_armhitswater1" "fx_wc_armhitswater2" "fx_wc_armhitswater3" "fx_wc_electro_arm" "fx_wc_elektro_kopf" "fx_wc_tintenstrahl" "fx_wc_tintenstrahl_i" "fx_wc_welle" "fx_windblownleafs" "fx_wispblue" "fx_wispgreen" "fx_wispred" "fx_wispwhite" "fx_worldobject" "fx_wpn_fire" "fx_wpn_glow1" "fx_wpn_glow2" "fx_wpn_he_magischerschlag" "fx_wpn_ice" "fx_wpn_lighting" "fx_wpn_magic" "fx_wpn_pickup" "fx_wpn_poison" "fx_wpn_shoot1_blue" "fx_wpn_shoot1_gold" "fx_wpn_shoot1_green" "fx_wpn_shoot2_blue" "fx_wpn_shoot2_gold" "fx_wpn_shoot2_green" "fx_wpn_signal" "fx_wpn_signal_blue" "fx_wpn_signal_brown" "fx_wpn_signal_green" "fx_wpn_signal_grey" "fx_wpn_signal_red" "fx_wpn_signal_white" "fx_wpn_signal_yellow" "fx_zombie_iceatem_c" "fx_zombie_pestatem_c" "fx_zombie_schleimbatzen_c" This is amazing! These are not all fx existing though. I know there is FX_GHOST which is actually what I was searching for in the Cool FX topic. I discovered that shortly after I thought I had discovered the FX with FX_SKELETONFEAR, but it just looks pretty similar. FX_GHOST is not meant to be cast upon a player and immediately crashes the game if attempted to do so. 51 minutes ago, Flix said: My apologies but I did not filter out ones you already documented, player FX or boss FX. No problem, I can do that. 52 minutes ago, Flix said: I'm looking into adding some sounds for a lot of the silent FX. Imma look for SFX then. Or, well, hear. I can't promise that I find the time this weekend, but this surely hypes me enough to make me continue working on the FX list
Lindor 574 Posted March 18, 2022 Author Posted March 18, 2022 (edited) I wrote programs to extract usable information from the FX list, the questscripts.txt FX list and Bens FX list. Which I should not have done since I have lots of other things to do, honestly, but well, you know... I filtered out boss and hero FX manually first, then did my lua magic: FX which are listed in the FX list, but not in Bens list nor the questscripts.txt list: Spoiler FX_ENEMY_T_CONE_STONE_ATTACH_C FX_FALLINGSAND3 FX_GEN_CASTBLOCKL FX_GHOSTTELEKINESE_C FX_SIMPLELIGHT FX which are listed in either Bens list or in questscripts.txt list or in both, but not in the FX list: Spoiler FX_ARROW_C FX_ARROW_FX FX_ARROW_I FX_BERSERKER_FOOTSTEP FX_BLOODDROPS2 FX_BLOODDROPS3 FX_BLOODDROPS4 FX_BLOOD_BLACK FX_BLOOD_BLUE FX_BLOOD_DUST FX_BLOOD_GHOST FX_BLOOD_GREEN FX_BLUEFIRE FX_BLUEFIRE_LARGE FX_BURNINGSKIN FX_BUTTERFLY FX_CANDLE1 FX_CANDLELIGHT1 FX_CANDLELIGHT1A FX_CANDLELIGHT1B FX_CANDLELIGHT1C FX_CANDLELIGHT1D FX_CANDLELIGHT1E FX_CANDLELIGHT1F FX_CHEST1A FX_CHEST1B FX_CHEST1G FX_CHEST1R FX_CHEST1W FX_CHEST2A FX_CHEST2B FX_CHEST2G FX_CHEST2R FX_CHEST2W FX_CHEST3A FX_CHEST3B FX_CHEST3G FX_CHEST3R FX_CHEST3W FX_CHEST4A FX_CHEST4B FX_CHEST4G FX_CHEST4R FX_CHEST4W FX_DANGERCLASS FX_DEATH_HELLHOUND FX_DEFEKTEMASCHINE1 FX_DEFEKTEMASCHINE2 FX_DWARFTOSSING FX_DWARFTOSSING_C FX_DWARFTOSSING_I FX_ENEMY_CONE_T_GRUNT_C FX_ENEMY_ELECTRICITY_SHOCK_C FX_ENEMY_ELECTRICITY_SHOCK_I FX_ENEMY_HEILSCHUB FX_ENEMY_HEILSCHUB_C FX_ENEMY_TENERGY_FIREBALL FX_ENEMY_TENERGY_FIREBALL_C FX_ENEMY_WHIT_GIFTSCHLAG_C FX_ENTZUENDEN_SMALL FX_FALLINGLEAFS FX_FALLINGROCKS1 FX_FALLINGROCKS2 FX_FALLINGROCKS3 FX_FALLINGSAND1 FX_FIRE2 FX_FIREHORSE_FOOTSTEP FX_FOOTSTEPDUST FX_FOOTSTEPSTONES FX_FOOTSTEPSTONES_SMALL FX_FOOTSTEPWATER FX_FROSTKREIS FX_FROSTSCHOCK FX_FROSTSCHOCK_I FX_GEN_ARMORSET_BAD FX_GEN_ARMORSET_GOOD FX_GEN_BLITZKETTE FX_GEN_CASTBLOCK FX_GEN_ELITE FX_GEN_FEUERWAND FX_GEN_FIREBALL1_DRAGON_I FX_GEN_FIREBALL1_I FX_GEN_FIREBALL2_DRAGON_I FX_GEN_FIREBALL2_I FX_GEN_FIREBALL3_DRAGON_I FX_GEN_FIREBALL3_I FX_GEN_FIREBALL4_DRAGON_I FX_GEN_FIREBALL4_I FX_GEN_FIREBALL5 FX_GEN_FRAG_BLUE FX_GEN_FRAG_CRYSTAL FX_GEN_FRAG_P_ARMOR_G FX_GEN_FRAG_P_ARMOR_S FX_GEN_FRAG_P_BLACK FX_GEN_FRAG_P_BLUBBER FX_GEN_FRAG_P_BLUE FX_GEN_FRAG_P_CRYSTAL FX_GEN_FRAG_P_DUST FX_GEN_FRAG_P_EYE FX_GEN_FRAG_P_GHOST FX_GEN_FRAG_P_GREEN FX_GEN_FRAG_P_SCREAM1 FX_GEN_FRAG_P_SPARCLE FX_GEN_SCHRUMPFKOPF_HIT FX_GEN_SUMMON FX_GEN_SUMMON_PRE FX_GEN_TELEPORT FX_GEN_TRAP_F FX_GEN_UNSICHTBAR FX_GEN_UNVERWUNDBAR FX_GEN_WIND FX_GEYSER_STEAM1 FX_GEYSER_STEAM2 FX_GEYSER_STEAM3 FX_GHOSTHEART FX_GHOSTREANIMATION FX_GHOSTREANIMATION_C FX_GHOSTSCREAM FX_GHOSTSCREAM_I FX_GHOSTTELEKINESIS FX_GHOSTTELEKINESIS_C FX_GHOSTTELEKINESIS_I FX_GHOUL_BLOCKEN_C FX_GLOW1 FX_GLOW3 FX_GLOWINGCHRYSTAL1 FX_GLOWINGCHRYSTAL2 FX_GLOWINGCHRYSTAL3 FX_GLOWINGCHRYSTAL4 FX_GLOWINGCHRYSTAL5 FX_GLOWINGCHRYSTAL6 FX_GLOWINGMUSHROOM1 FX_GLOWINGMUSHROOM2 FX_GLOWINGMUSHROOM3 FX_GLOWINGMUSHROOM4 FX_GLOWINGMUSHROOM5 FX_GLOWINGMUSHROOM6 FX_GREENFIRE FX_HAND_GLOW FX_HEMNT_ATEM FX_HEMNT_GLITZERN FX_HOLOGRAM FX_HOLOGRAM_RAY FX_INVALID FX_IRRLICHT FX_LANDSLIDE2 FX_LANDSLIDE_C FX_LANDSLIDE_I FX_LAVA2 FX_LAVABURST1 FX_LAVABURST2 FX_LAVAFALL3 FX_LAVAFALL4 FX_LIFELEECH_I FX_LIGHTSABRE1 FX_LIGHTSABRE2 FX_LIGHTSABRE3 FX_LIGHTSABRE4 FX_MAGISCHESVERSTECK1 FX_MAGISCHESVERSTECK2 FX_MAGISCHESVERSTECK3 FX_MAX FX_MINION_RANGE FX_OFEN FX_PESTBEULE_I FX_PSYCHOLIGHT1 FX_QFX_BLITZVOMHIMMEL FX_QFX_EITERBLASE FX_QFX_GRUENERDUNST FX_QFX_HEXENTOPF FX_QFX_PFUETZE FX_QFX_RESPAWNSTONE FX_QFX_SCHLEIMBLASE FX_QFX_SERAGATE FX_QFX_VERGIFTETER_BRUNNEN FX_QFX_WASSERFALL FX_SERA_MYSTIQUE FX_SKELETONFEAR_C FX_SKELETON_ARROWTRAIL FX_SKELETON_ARROWTRAIL_I FX_SKELETON_FIREBALL FX_SKELETON_FIREBALL_C FX_SKELETON_FIREBALL_I FX_SKELETON_FIRESHIELD_C FX_SKEL_STAFF FX_SMOKEBIGWHITE FX_SNOWFALL FX_STREETLAMP1 FX_STREETLAMP2 FX_STREETLAMP3 FX_STREETLAMP4 FX_STREETLAMP5 FX_STREETLAMP6A FX_STREETLAMP6B FX_STREETLAMP7 FX_STREETLAMP8 FX_STREETLAMPX FX_SUMMON FX_TGUN FX_THROW_GENERIC FX_TROLLROCK FX_TWATERDROPS1 FX_TWATERDROPS2 FX_TWATERDROPS3 FX_TWATERDROPS4 FX_VIEWER_TEST FX_WATERDROPS2 FX_WATERDROPS3 FX_WATERDROPS4 FX_WATERFALL3 FX_WATERFALL3 FX_WATERFALL4 FX_WISPBLUE FX_WISPGREEN FX_WISPRED FX_WISPWHITE FX_WORLDOBJECT FX_WPN_FIRE FX_WPN_GLOW1 FX_WPN_GLOW2 FX_WPN_ICE FX_WPN_LIGHTING FX_WPN_MAGIC FX_WPN_PICKUP FX_WPN_POISON FX_WPN_SHOOT1_GREEN FX_WPN_SHOOT2_GREEN FX_WPN_SIGNAL_BLUE FX_WPN_SIGNAL_BROWN FX_WPN_SIGNAL_GREEN FX_WPN_SIGNAL_GREY FX_WPN_SIGNAL_RED FX_WPN_SIGNAL_WHITE FX_WPN_SIGNAL_YELLOW Small human error is expected, but that should lead to additional FX being present in one of those lists and not in FX gone missing. Edited March 19, 2022 by Lindor Reason: read below 1
Flix 5,234 Posted March 18, 2022 Posted March 18, 2022 I don't understand the code all that well, but I think my exported list are those effects that have usable text strings, that is, text that can be typed into scripts. If I guess right, those FX not in my list might not work or may even crash the game. I also found a Blood FX list: Spoiler "BLOODFX_NONE" "BLOODFX_RED" "BLOODFX_GREEN" "BLOODFX_BLUE" "BLOODFX_BLACK" "BLOODFX_DUST" "BLOODFX_GHOST" "BLOODFX_RANDOM" "BLOODFX_TENERGY" "BLOODFX_CRYSTAL" "BLOODFX_ARMOR_S" "BLOODFX_ARMOR_G" "BLOODFX_EYE" "BLOODFX_BLUBBER" "BLOODFX_SCREAM1" "BLOODFX_SPARCLE" "BLOODFX_PHOENIX" "BLOODFX_MAX" Seems EYE and TENERGY are not used anywhere, but have interesting fx. EYE makes the enemy explode into a dozen big eyeballs (Abishai maybe?) and TENERGY has some spectacular blue explosions on hit and on death. I'm thinking about using for Facetelleon and Lithos enemies in EE. MAX looks like RED to me, while SCREAM1 and RANDOM didn't seem to do anything. 1
Lindor 574 Posted March 18, 2022 Author Posted March 18, 2022 30 minutes ago, Flix said: I also found a Blood FX list: Very cool! I was looking for the ice crystal region icy death skull FX actually, based on your findings I think I'm gonna test some guesses, like BLOODFX_ICE or BLOODFX_SKULL or smth like that. 30 minutes ago, Flix said: Facetelleon He could really use some better FX and attack animations imho. Also always found it wierd that, like octagolamus, his bodyparts dropped are targetable but uncollectible items, but I guess not making them targetable, not showing item icons when hovering over them and removing the sound triggering by them from the collect all event requires codesided modifications sadly.
Lindor 574 Posted March 19, 2022 Author Posted March 19, 2022 As expected, I found some human error in the manual filtering. I redid it and took notes this time on what I filtered out for more transparency. The post with the extracted data has been updated. Here's what I considereed Boss FX: Spoiler FX_BOSSGOLEM_EARTHQUAKE FX_BOSSGOLEM_EARTHQUAKE_C FX_BOSSGOLEM_EARTHQUAKE_I FX_BOSSGOLEM_EARTHQUAKE2 FX_BOSSGOLEM_EARTHSUCK FX_BOSSGOLEM_ENERGYONHAND FX_BOSSGOLEM_ENERGYTRANSFER FX_BOSSGOLEM_SHIELDOFF FX_BOSSGOLEM_SHOCKWAVE FX_BOSSGOLEM_SHOCKWAVE_C FX_BOSSGOLEM_SHOCKWAVE_I FX_BOSSGOLEM_SHOCKWAVE_SHOT FX_BOSSGOLEM_STONE_EXPLODE2 FX_BOSSGOLEM_STONETHROW FX_BOSSGOLEM_STONETHROW_C FX_BOSSGOLEM_STONETHROW_EXPLODE FX_CM_BLENDUNGSSTAH2 FX_CM_BLENDUNGSSTAH3 FX_CM_BLENDUNGSSTAH4 FX_CM_BLENDUNGSSTAHL FX_CM_BLITZKETTE FX_CM_EXPLOSION FX_CM_KAELTEAURA FX_CM_TELEPORT FX_DG_FEUERATEM1 FX_DG_FEUERATEM2 FX_DG_FEUERBODEN FX_EYE_EXPLOSION FX_EYE_WIRBELWIND FX_FD_BLITZKETTE FX_FD_DUESENSTRAHL FX_FD_LASER_C FX_FD_LASER_I FX_FD_LASER_L FX_FD_LASER_R FX_FD_SONIC FX_FD_SONIC_I FX_FD_TSCHUSS_I FX_FD_TSCHUSS_L FX_FD_TSCHUSS_R FX_FIREDEMON_ERUPTION FX_FIREDEMON_ERUPTION_C FX_FIREDEMON_FIREBIG FX_FIREDEMON_FIREESMALL FX_FIREDEMON_FOOTSTEP FX_FIREDEMON_GROUNDHIT FX_FIREDEMON_HANDFIRE FX_FIREDEMON_LAVACRACK FX_FIREDEMON_LAVACRACK_C FX_FIREDEMON_SMASH FX_FIREDEMON_STAFF FX_FIREDEMON_TELEPORT FX_FIREDEMON_TELEPORT_C FX_FM_AUFSTEHEN FX_FM_CLOUD FX_FM_FOUNTAIN FX_FM_IDLE1 FX_FM_IDLE2 FX_FM_IDLE3 FX_FM_IDLE4 FX_FM_IDLE5 FX_FM_MINION FX_GOLEM_HANDFOG_R FX_MM_AKTIVSTRAHL FX_MM_SCHILD FX_MM_SCHOCKWELLE FX_MM_SPRUEHEN FX_MM_STAMPFEN FX_PH_DRAGONFIRE FX_PH_METEOR_I FX_PH_METEOR_P FX_PH_PULL FX_PH_SHIELD FX_PH_SHIELD_RAY_A FX_PH_SHIELD_RAY_B FX_WC_ARMHITSWATER1 FX_WC_ARMHITSWATER2 FX_WC_ARMHITSWATER3 FX_WC_ELECTRO_ARM FX_WC_ELEKTRO_KOPF FX_WC_TINTENSTRAHL FX_WC_TINTENSTRAHL_I FX_WC_WELLE FX_SC_BURNINGDEAD FX_SC_DRECKWOLKE FX_SC_FOOTSTEP FX_SC_SCHILD FX_SC_STACHEL FX_EE_MAGIC FX_EE_MAGIC_C And these Hero FX: Spoiler FX_DM_BESCHUETZER FX_DM_BESCHUETZER_C FX_DM_CAST_K FX_DM_CAST_L FX_DM_DRAGONFIRE FX_DM_DRAGONFIRE_C FX_DM_DRAGONFORM_FIREBALL FX_DM_EISRING FX_DM_EISTEPPICH FX_DM_ENERGIEBRAND FX_DM_ENERGIEBRAND_C FX_DM_EWIGESFEUER FX_DM_EWIGESFEUER_C FX_DM_FEUERRING FX_DM_FEUERTEPPICH FX_DM_GEDANKENSCHLAG FX_DM_GEDANKENSCHLAG_C FX_DM_KAMPFTRANCE FX_DM_KAMPFTRANCE_C FX_DM_MAHLSTROM FX_DM_MAHLSTROM_C FX_DM_MORPH_BERSERKER FX_DM_MORPH_BERSERKER_BACK FX_DM_MORPH_BERSERKER_C FX_DM_MORPH_DRAGON FX_DM_MORPH_DRAGON_BACK FX_DM_MORPH_DRAGON_C FX_DM_MORPH_MOUNT FX_DM_MORPH_MOUNT_BACK FX_DM_MORPH_MOUNT_C FX_DM_SCHUTZRUNEN FX_DM_SCHUTZRUNEN_C FX_DM_VERTRAUER FX_DM_VERTRAUTER_C FX_DM_VERTRAUTER_CHARGE FX_DM_VERTRAUTERT_FIRERING FX_DM_WALL FX_DM_WALL_C FX_DM_WINDSTOSS FX_DM_WINDSTOSS_C FX_DM_WIRBELWIND FX_DM_WIRBELWIND_C FX_DM_ZERSTOERER_EXPLOSION FX_DM_ZERSTOERER_SPAWN FX_DR_BODENSPIESSE FX_DR_BODENSPIESSE_C FX_DR_CAST_K FX_DR_CAST_L FX_DR_CAST_M FX_DR_FLUCHDESVERDERBENS FX_DR_FLUCHDESVERDERBENS_C FX_DR_HANDAUFLEGEN FX_DR_HANDAUFLEGEN_C FX_DR_KRANKHEIT FX_DR_KRANKHEIT_C FX_DR_PROJEKTILFOKUS FX_DR_PROJEKTILFOKUS_C FX_DR_QUAELEN FX_DR_QUAELEN_C FX_DR_RINDENHAUT FX_DR_RINDENHAUT_C FX_DR_SPRINT FX_DR_SPRINT_C FX_DR_VOODOOTOTEM FX_DR_VOODOOTOTEM_C FX_DR_WACHERVERSTAND FX_DR_WACHERVERSTAND_C FX_DR_WIRBELN FX_DR_WIRBELN_C FX_DR_WUCHERWURZEL FX_DR_WUCHERWURZEL_C FX_DR_ZOMBIE FX_DR_ZOMBIE_C FX_GS_DAEMON FX_GS_DAEMON_C FX_GS_DAEMON_I FX_GS_DROHNEN FX_GS_DROHNEN_C FX_GS_ERHELLEN FX_GS_ERHELLEN_C FX_GS_ERHELLEN_I FX_GS_ERHELLEN2 FX_GS_KRIEGSRAUSCH_C FX_GS_LEBENSKRAFT FX_GS_LEBENSKRAFT_C FX_GS_SCHUTZSCHILD FX_GS_SCHUTZSCHILD_C FX_HE_BANNKREIS FX_HE_BANNKREIS_C FX_HE_CAST_K FX_HE_CAST_L FX_HE_CAST_M FX_HE_EISSPLITTER FX_HE_EISSPLITTER_C FX_HE_ENERGIEBLITZ FX_HE_ENERGIEBLITZ_C FX_HE_ENERGIEBLITZ_I FX_HE_FD_FEUERBALL FX_HE_FD_FEUERBALL_C FX_HE_FEUERBALL FX_HE_FEUERBALL_C FX_HE_FEUERBALL_I FX_HE_FEUERDAEMON FX_HE_FEUERDAEMON_C FX_HE_FEUERHAUT FX_HE_FEUERHAUT_C FX_HE_FEUERSTURM FX_HE_FEUERSTURM_C FX_HE_FEUERSTURM_S FX_HE_FROSTSCHLAG FX_HE_FROSTSCHLAG_C FX_HE_FROSTSCHLAG_I FX_HE_KRISTALLHAUT FX_HE_KRISTALLHAUT_C FX_HE_KRISTALLHAUT_P FX_HE_MAGISCHERSCHLAG FX_HE_MAGISCHERSCHLAG_C FX_HE_METEOR FX_HE_METEOR_C FX_HE_METEOR_I FX_HE_METEOR_I2 FX_HE_METEOR_P FX_HE_NEBELFORM FX_HE_NEBELFORM_C FX_HE_REGENERATIONSKRAFT FX_HE_REGENERATIONSKRAFT_C FX_HE_SCHNEESTURM FX_HE_SCHNEESTURM_C FX_HE_TELEPORT FX_HE_TELEPORT_C FX_INQ_CAST_K FX_INQ_CAST_L FX_INQ_CAST_M FX_INQ_DOPPELGAENGER FX_INQ_DOPPELGAENGER_C FX_INQ_EIFER FX_INQ_EIFER_C FX_INQ_ENTSETZEN FX_INQ_ENTSETZEN_C FX_INQ_FAECHERBLITZ FX_INQ_FAECHERBLITZ_C FX_INQ_KASTEIUNG FX_INQ_KASTEIUNG_C FX_INQ_MACHTSOG FX_INQ_MACHTSOG_C FX_INQ_MACHTSTOSS FX_INQ_MACHTSTOSS_C FX_INQ_PRANGER FX_INQ_PRANGER_C FX_INQ_SCHAENDUNG FX_INQ_SCHAENDUNG_C FX_INQ_SCHAENDUNG_P FX_INQ_SCHAENDUNG2 FX_INQ_SEELENFAENGER FX_INQ_SEELENFAENGER_C FX_INQ_SEELENFAENGER_S FX_INQ_SEELENRAUB FX_INQ_SEELENRAUB_C FX_INQ_VERGELTUNG FX_INQ_VERGELTUNG_C FX_INQ_VERSKLAVUNG FX_INQ_VERSKLAVUNG_C FX_SE_BEEEFFGEE FX_SE_BEEEFFGEE_C FX_SE_BEFLUEGELN FX_SE_BEFLUEGELN_C FX_SE_BEKEHRUNG FX_SE_BEKEHRUNG_C FX_SE_BLITZ FX_SE_BLITZ_C FX_SE_BLITZ_I FX_SE_CAST_K FX_SE_CAST_L FX_SE_CAST_M FX_SE_ENERGIESCHILD FX_SE_ENERGIESCHILD_C FX_SE_HEILEN FX_SE_HEILEN_C FX_SE_KAMPFHALTUNG FX_SE_KAMPFHALTUNG_C FX_SE_LICHTAURA FX_SE_LICHTAURA_C FX_SE_LICHTSAEULE FX_SE_LICHTSAEULE_C FX_SE_NOTSCHILD FX_SE_NOTSCHILD_C FX_SE_SCHOCKWELLE FX_SE_SCHOCKWELLE_C FX_SE_SCHWERTFEUER FX_SE_SCHWERTFEUER_C FX_SK_CAST_K FX_SK_CAST_L FX_SK_CAST_M FX_SK_GEISTERHAND FX_SK_GEISTERHAND_C FX_SK_GEISTFORM FX_SK_GEISTFORM_C FX_SK_GEISTFORM_NOSPEC FX_SK_KAMPFBEFEHL FX_SK_KAMPFBEFEHL_C FX_SK_KAMPFBEFEHL_S FX_SK_KAMPFRAUSCH FX_SK_KAMPFRAUSCH_C FX_SK_KAMPFRAUSCH_S FX_SK_KAMPFRUF FX_SK_KAMPFRUF_C FX_SK_KOHORTE FX_SK_KOHORTE_C FX_SK_KOHORTE_I FX_SK_KOHORTE_I2 FX_SK_KOHORTE_SKELETONGLOW FX_SK_PROVOZIEREN FX_SK_PROVOZIEREN_C FX_SK_STANDARTE FX_SK_STANDARTE_C FX_SK_TODESKAELTE FX_SK_TODESKAELTE_C FX_SK_TODESKAELTE_S FX_SK_UMLENKUNG FX_SK_UMLENKUNG_C FX_SK_UNTERSTUETZUNG FX_SK_UNTERSTUETZUNG_C FX_SK_UNTERSTUETZUNG_S FX_SK_WILLENSSTAERKE FX_SK_WILLENSSTAERKE_C FX_TW_ARCHIMEDISSTRAHL FX_TW_ARCHIMEDISSTRAHL_C FX_TW_ARCHIMEDISSTRAHL_I FX_TW_CAST_L FX_TW_CAST_M FX_TW_EISESKAELTE FX_TW_EISESKAELTE_C FX_TW_EISESKAELTE_S FX_TW_ENERGIENETZ FX_TW_ENERGIENETZ_C FX_TW_ENERGIENETZ_S FX_TW_FLAMMENWERFER FX_TW_FLAMMENWERFER_C FX_TW_GLUTHITZE FX_TW_GLUTHITZE_C FX_TW_GLUTHITZE_S FX_TW_KAMPFAURA FX_TW_KAMPFAURA_C FX_TW_LEVITIEREN FX_TW_LEVITIEREN_C FX_TW_MUTIEREN FX_TW_MUTIEREN_C FX_TW_PROJEKTIL FX_TW_PROJEKTIL_C FX_TW_SCHOCKPULSE FX_TW_SCHOCKPULSE_C FX_TW_SCHOEPFUNGSSCHLAG FX_TW_SCHOEPFUNGSSCHLAG_C FX_TW_TKAMPFSCHILD FX_TW_TKAMPFSCHILD_C FX_TW_TODESSPIESSE FX_TW_TODESSPIESSE_C FX_TW_TSCHOCK FX_TW_TSCHOCK_C FX_WPN_HE_MAGISCHERSCHLAG These two are mostly but not fully sorted alphabetically btw.
Lindor 574 Posted April 2, 2022 Author Posted April 2, 2022 (edited) I sorted all the red particle scripts from the merged list to the FX from your list, @Flix. The bloodfx are skipped for now since maybe FX_BLOOD_RED and BLOODFX_RED are the same, I want to first figure that out. A lot of the unsuccessfully tested scripts now have FX, but there are still quite a couple of scripts left: Spoiler fx_blue1.particle --note: crashed my game the first time, tested it again and suddenly it worked! That's why it's both here and in the successfully tested list. fx_bluefireball_c.particle fx_bluefireball_i.particle fx_bluefireball.particle fx_enemy_spawn_demon.particle --note: these next three ones looked like they had potential, but I couldn't get it to work fx_enemy_spawn_tpanther.particle fx_enemy_spawn_wolf.particle fx_fireshield_c.particle fx_fireshield2_c.particle fx_gen_frag_c.particle fx_gen_frag_c2.particle fx_gen_frag_p_tech.particle fx_gen_frag_phoenix1.particle fx_gen_frag_phoenix2.particle fx_gen_frag_phoenix3.particle fx_gen_leach_c.particle fx_gen_trap_a_i.particle fx_gen_trap_a.particle fx_gen_trap_b_i.particle fx_gen_trap_b.particle fx_gen_trap_c_i.particle fx_gen_trap_c.particle fx_gen_trap_d_i.particle fx_gen_trap_d.particle fx_gen_trap_e_i.particle fx_gen_trap_e.particle fx_ghostshock3.particle fx_ghsotshock2.particle -- note: wierd spelling mistake. There also exists a fx_ghostshock2.particle for a red lightning spell, used e.g. by demons (the alien looking ones, not the flying ones) fx_greenfireball_c.particle fx_greenfireball_i.particle fx_greenfireball.particle fx_grndfire_ef.particle fx_grndfire_smoke_ef.particle fx_grndfire_smoke.particle fx_grndfire.particle fx_grndice_smoke.particle fx_groundfog.particle fx_groundfogblue.particle fx_groundfoggreen.particle fx_groundfoggrey.particle fx_groundfogred.particle fx_lava3.particle --note: can't remember whether I really tested them, but I think yes. fx_lightdust.particle fx_lightdust2.particle fx_lightdust2a.particle fx_lightdust2b.particle fx_lightdust2g.particle fx_lightdust2r.particle fx_lightdust2w.particle fx_schmiedofenfeuer.particle fx_skeleton_hardhit_i.particle fx_skeleton_hardhit.particle fx_st_explosion1.particle fx_st_explosion2.particle fx_st_explosion3.particle fx_st_explosionsmall1.particle fx_st_explosionsmall2.particle fx_st_explosionsmall3.particle fx_st_explosionsmall4.particle fx_stone_streak.particle fx_tenergypfuetze_blitze.particle fx_tenergypfuetze_blobs.particle fx_tenergypfuetze_glow.particle fx_tenergypfuetze.particle fx_wpn_smoke.particle x_stone_streak.particle Notes: fx_fireblue.particle and fx_fireblue_large.particle belong to FX_BLUEFIRE and FX_BLUEFIRE_LARGE. This means that maybe fx_firegreen.particle belongs to FX_GREENFIRE and maybe there's even FX_GREENFIRE_LARGE. Also it doesn't hurt to test for FX_BLUEFIRE_SMALL and FX_GREENFIRE_SMALL. And then there's also all the other colors. EDIT: FX_GREENFIRE exists, I've just overseen it. All the other guesses are still important hough. FX_FRAG_P_... and FX_GEN_FRAG_... and their particle scripts seem to be mixed up/interchangeable. It's not good possible to sort them together. There are particle scripts for fx_gen_trap_a.particle up to fx_gen_trap_e.particle and their _I particle scripts but no FX for those. There is FX_GEN_TRAP_F but no _f particle script. Maybe A-E all belong to F. Maybe fx_greenfireball.particle belongs to FX_GREENFIRE Maybe fx_lava3.particle belongs to FX_LAVA2. Or maybe to FX_LAVAFALL3. It doesn't hurt to test for FX_LAVA3, FX_LAVA1, FX_LAVA, FX_LAVABURST3, FX_LAVABURST, FX_LAVAFALL1, FX_LAVAFALL2, FX_LAVAFALL, FX_LAVABURST4 and FX_LAVA4. Also fx_lavaburst.particle may belong to multiple FX, a pattern which may also spread around more particle scripts of which I thouoght they belong to only one FX. FX_QFX... often don't have qfx in their particle scripts. Maybe some missed script-FX-belongings out there. Maybe all the fx_st_... particle scripts all belong to the FX_STREETLAMP_... FX or maybe they belong to a boss. Edited April 2, 2022 by Lindor
Lindor 574 Posted June 22, 2022 Author Posted June 22, 2022 I'm thinking about introducing a tags system for FX. Possible tags are cast: Casting FX spell: Spell FX normal: works on cast and spell partial: works on spell and partially on cast SFX: has sound silent: has no sound stable: rotationally independent on the casters hand unstable: rotationally independent on the casters hand There are also FX which never end once cast, some which only end if cast a second time or teleported and most which end normally, but I'm out of inspiration for how I want to call these three tags. This would mean a MASSIVE amount of work though. I wish I could give the ability to edit the list to different people so it becomes kinda like a wiki so that trusted people can add tags.
Lindor 574 Posted June 22, 2022 Author Posted June 22, 2022 (edited) I couldn't find FX_EE_MAGIC and FX_EE_MAGIC_C anywhere on the list. I don't know why these got skipped, this must get examined. EDIT: and another one which didn't make it into the list, FX_ENEMY_ELECTRICITY_SHOCK_C. What is going on? Edited June 22, 2022 by Lindor
dimitrius154 630 Posted June 22, 2022 Posted June 22, 2022 2 hours ago, Lindor said: What is going on? Pesmontis' files can only be used as a reference, you'll have to explore the s2core.dll via ollydbg.
Lindor 574 Posted June 22, 2022 Author Posted June 22, 2022 1 minute ago, dimitrius154 said: Pesmontis' files can only be used as a reference, you'll have to explore the s2core.dll via ollydbg. I wouldn't be so shocked if they just were some random unused FX, but the thing is, all these FX appear in EE's spells.txt, and I used some lua code to extract all EE's, Addendum's, D2F's and CM-Patch's spells.txt's FX, so they should be listed here somewhere.
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