Lindor 576 Posted December 2, 2021 Posted December 2, 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 Spell FX: These FX only work on the spell effects routine (fxTypeSpell) Spoiler particle scripts: fx_aliensmoke_blobs.particle fx_aliensmoke_greenglow.particle fx_aliensmoke.particle corresponding names: FX_ALIENSMOKE notes: These are casting FX, not spell FX despite the missing _C suffix. screenshot example: particle scripts: none corresponding names: FX_AREAFIRE1 screenshot example: particle scripts: none corresponding names: FX_ARROW screenshot example: particle scripts: none corresponding names: FX_BERSERKER_ZERFETZEN_C FX_ENEMY_WHIT_ZERFETZEN_C notes: Those two distinct FX share the same VFX screenshot example: particle scripts: none corresponding names: FX_BLOOD screenshot example: particle scripts: none corresponding names: FX_BLUE1 notes: I think I have tested this earlier and it crashed my game. now that I found a spellclass that works with nearly all FX, cSpellHeFeuerball, it works perfectly fine. screenshot example: particle scripts: none corresponding names: FX_DEATH_BLOODSKULL screenshot example: particle scripts: none corresponding names: FX_DEATH_EOD_SERVANT1 notes: looks absolutely amazing screenshot example: particle scripts: none corresponding names: FX_DEATH_EOD_SERVANT2 screenshot example: particle scripts: fx_enemy_heal_c.particle fx_enemy_heal.particle corresponding names: FX_ENEMY_HEAL FX_ENEMY_HEAL_C notes: Image shows both casting and spell FX, but they don't necessarily need to go together. screenshot example: particle scripts: none corresponding names: FX_ENTZUENDEN_C notes: FX_ENTZUENDEN screenshot example: particle scripts: none corresponding names: FX_FIRE1 screenshot example: particle scripts: fx_frostschock_c.particle fx_frostschock_i.particle fx_frostschock.particle fx_frostschock2.particle corresponding namess: FX_FROSTSCHOCK_C notes: There might be some potential left for FX_FROSTSCHOCK, but I couldn't get it to work. screenshot example: particle scripts: none corresponding names: FX_ENEMY_WHIT_VERLANGSAMEN notes: looks better than the screenie is able to bring across screenshot example: particle scripts: none corresponding names: FX_GEN_ROOT screenshot example: particle scripts: fx_giftspritzen_i.particle fx_giftspritzen2_i.particle corresponding names: FX_GIFTSPRITZEN_I screenshot example: particle scripts: fx_kehlenreisser.particle corresponding names: FX_KEHLENREISSER notes: These is a casting FX despite the missing _C suffix. Use with cone spells. Similarly to FX_WC_TINTENSTRAHL (Octagolamus's ink spray), the casting Vectors are in the wrong direction. screenshot example: particle scripts: none corresponding names: FX_KLAUENANGRIFF screenshot example: particle scripts: none corresponding names: FX_MAGICLIGHT notes: looks really cool screenshot example: particle scripts: none corresponding names: FX_OILFIRE1 FX_OILFIRE2 FX_OILFIRE3 notes: 1-small, 2-medium, 3-large screenshot example: particle scripts: none corresponding names: FX_PESTBEULE_C notes: Not what you expect, it's blue! Maybe because EE3.0. screenshot example: particle scripts: not sure, fx_sandpeaople_warcry_*.particle and fx_sandpeople_schlachtschrei_*.particle exist (yes, with the spelling error) corresponding names: FX_SANDPEOPLE_SCHLACHTSCHREI notes: There also exists FX_SANDPEOPLE_SCHLACHTSCHREI_C in spell FX. This and FX_TROLLROCK*_C are the only FX I'm aware of, where _C is spell and normal is casting. screenshot example: particle scripts: none corresponding names: FX_SIMPLELIGHT FX_SIMPLELIGHT1 FX_SIMPLELIGHT2 FX_SIMPLELIGHT3 FX_SIMPLELIGHT4 notes: Impossible to catch in a screenshot even at night (ingame), you'd need motion picture for that. Does what it suggests, a light radius around the character. particle scripts: fx_skeletonroot.particle corresponding names: FX_SKELETON_ROOT screenshot example: particle scripts: fx_skeletonheal.particle corresponding names: FX_SKELETONHEAL screenshot example: particle scripts: fx_trollrock_c.particle corresponding names: FX_TROLLROCK_C notes: There exists FX_TROLLROCK_I (Casting FX) and FX_TROLLROCK (SFX) screenshot example: particle scripts: fx_trollrock_i.particle corresponding names: FX_TROLLROCK_I notes: No rock, just dust effect and SFX. There exists FX_TROLLROCK_I (Casting FX) and FX_TROLLROCK (SFX) screenshot example: particle scripts: none corresponding names: FX_TSTRAHL screenshot example: particle scripts: none corresponding names: FX_TSTRAHL_I notes: I skipped most of the _I FX. This is an indicator to me that there are maybe few more that I skipped screenshot example: particle scripts: fx_wpn_signal.particle corresponding names: FX_WPN_SIGNAL notes: This is the only FX_WPN_ I could get to work without crashing the game. screenshot example: Casting FX: These FX only work on the spell casting routine (fxTypeCast, fxTypeCastSpecial) Spoiler particle scripts: none corresponding names: FX_ENEMY_BLIND screenshot example: particle scripts: none corresponding names: FX_LANDSLIDE notes: number of rocks spawned varies from 1-3 screenshot example: particle scripts: none corresponding names: FX_PESTBEULE1 notes: Not what you expect, it's an icy fireball! Maybe because EE 3.0 screenshot example: particle scripts: none corresponding names: FX_SANDPEOPLE_SCHLACHTSCHREI_C notes: There also exists FX_SANDPEOPLE_SCHLACHTSCHREI in the Spell FX section. These and FX_TROLLROCK*_C are the only FX I'm aware of where _C is not the casting FX. screenshot example: particle scripts: none corresponding names: FX_SKELETONFEAR notes: FINALLY! This is the very reason I started this project! These are the FX from the general Terus area Trees. Without mods, they're green. screenshot example: particle scripts: none corresponding names: FX_WPN_SHOOT2_GOLD notes: I think this is the only FX_WPN not to be visible for one frame on the casting routine, might be wrong though and I just didn't catch 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
Lindor 576 Posted December 2, 2021 Author Posted December 2, 2021 (edited) Sorting of the Casting FX might be off. Just noticed that some FX need a target to show up, so some Casting FX might actually be standard FX. Example would be FX_SKELETON_ROOT. I might create a new class for those. Edited December 2, 2021 by Lindor 1
gogoblender 3,647 Posted December 2, 2021 Posted December 2, 2021 Two things: Great idea with setting up different topics to break it up... possibility to demarcate different classes of them as well? And... Dang, sharp avatar, yee haw, Christmas is here.. and what's better than celebrating it with the best Star Trek captain ever!! gogo 1
Lindor 576 Posted December 3, 2021 Author Posted December 3, 2021 (edited) 9 hours ago, gogoblender said: Dang, sharp avatar, yee haw Thank you! Also your avatar looks like some christmas island vacation? Hope the christmas ogre's alright? 9 hours ago, gogoblender said: possibility to demarcate different classes of them as well? Not sure, those FX have a pretty wide variety of properties after all but I'm listening to any ideas. My inner demons want to sort everything super precisely, on the other hand Flix once wrote (on a different topic though), and I kinda agree now, that so many nested spoilers are tedious to browse 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. so I tried to do some sort of middle ground. Now with the different parts it probably got worse. My two solutions would be, once I'm done with the major parts, a short list of the FX names (without any images or descriptions or so) that added in the last couple days so you don't have to browse the whole list for small changes, and then a second spreadsheet with all FX names and the class they're in, but without images. Would also be cool if that spreadsheet contained the information on how to recolorize the FX, so e.g. if you want to recolorize a gradient, you know which of the environmental FX are affected. 9 hours ago, gogoblender said: what's better than celebrating it with the best Star Trek captain ever!! Engage! Edited December 3, 2021 by Lindor
Lindor 576 Posted April 9, 2022 Author Posted April 9, 2022 (edited) While searching for FX for my mod I noticed smth. While the descriptions are correct, I accidentally swapped the titles of the casting/spell fx spoilers. Corrected now. There might be more accidental swaps. Here's my spreadsheet. If someone detects spells in the wrong spoiler, it would be a good help. Edited April 9, 2022 by Lindor
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