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Complete Sacred 2 FX list - Part II


Lindor

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This does not list:

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

Due to lag, this has become a multi-part list:

 

 

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:
U0wycdP.jpg

 

particle scripts: none
corresponding names: FX_AREAFIRE1
screenshot example:
JuOQg5l.jpg
 

particle scripts: none
corresponding names: FX_ARROW
screenshot example:
a73dxHp.jpeg

 

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:
GsLaixD.jpeg
 

particle scripts: none
corresponding names: FX_BLOOD
screenshot example:
PWG2MEo.jpeg
 

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:
qn4SKps.jpg
 

particle scripts: none
corresponding names: FX_DEATH_BLOODSKULL
screenshot example:
Gjul6gQ.jpeg
 

particle scripts: none
corresponding names: FX_DEATH_EOD_SERVANT1
notes: looks absolutely amazing
screenshot example:
kAgDeEs.jpeg
 

particle scripts: none
corresponding names: FX_DEATH_EOD_SERVANT2
screenshot example:
8fVDx4t.jpg
 

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:
vIDa2nK.jpg

py9epMJ.jpeg
 

particle scripts: none
corresponding names: FX_ENTZUENDEN_C
notes: FX_ENTZUENDEN
screenshot example:
ToezOvn.jpg
 

particle scripts: none
corresponding names: FX_FIRE1
screenshot example:
UoGSL8i.jpg
 

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:
72ttjhY.jpeg

 

particle scripts: none
corresponding names: FX_ENEMY_WHIT_VERLANGSAMEN
notes: looks better than the screenie is able to bring across
screenshot example:
rlmVCTi.jpeg

 

particle scripts: none
corresponding names: FX_GEN_ROOT
screenshot example:
W3GDzmI.jpeg

 

particle scripts: fx_giftspritzen_i.particle
                           fx_giftspritzen2_i.particle

corresponding names: FX_GIFTSPRITZEN_I
screenshot example:
EApkGLG.jpeg

 

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:
9d1U5UP.jpg

 

particle scripts: none
corresponding names: FX_KLAUENANGRIFF
screenshot example:
UJheoN7.jpg
 

particle scripts: none
corresponding names: FX_MAGICLIGHT
notes: looks really cool
screenshot example:
EDYH4PD.jpg
 

particle scripts: none
corresponding names: FX_OILFIRE1
                                       FX_OILFIRE2
                                       FX_OILFIRE3
notes: 1-small, 2-medium, 3-large
screenshot example:
yAA30bK.jpeg
 

particle scripts: none
corresponding names: FX_PESTBEULE_C
notes: Not what you expect, it's blue! Maybe because EE3.0.
screenshot example:
P8z9Qg6.jpg
 

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:
FbZvl57.jpeg

 

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:
4vqrZL4.jpeg

 

particle scripts: fx_skeletonheal.particle
corresponding names: FX_SKELETONHEAL
screenshot example:
2L87KG9.jpeg
 

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:
2UOlw3t.jpeg

 

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:
CUaIIaO.jpeg

particle scripts: none
corresponding names: FX_TSTRAHL
screenshot example:
lIHqBp6.jpg
 

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:
iWdTb8u.jpg
 

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:
wQFpZcU.jpeg

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

Spoiler

particle scripts: none
corresponding names: FX_ENEMY_BLIND
screenshot example:
fVhJxNi.jpeg

 

particle scripts: none
corresponding names: FX_LANDSLIDE
notes: number of rocks spawned varies from 1-3
screenshot example:
AwioIwo.jpeg

 

particle scripts: none
corresponding names: FX_PESTBEULE1
notes: Not what you expect, it's an icy fireball! Maybe because EE 3.0
screenshot example:
1XdkPEd.jpg
 

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:
1XVwHuC.jpeg
 

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:
mKWzD6y.jpeg

 

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:
KVv2c8o.jpeg

 

 

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 by Lindor
Link to comment
  • The title was changed to Complete Sacred 2 FX list - Part II

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 by Lindor
  • Like! 1
Link to comment

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!!

:hugs:

gogo

 

  • Thanks! 1
Link to comment
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!:lol:

Edited by Lindor
Link to comment
  • 4 months later...

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.

image.thumb.png.12afc04ef40e2654105921f3473dfd9e.png

 

Edited by Lindor
Link to comment

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