Jump to content

Complete Sacred 2 FX list - Part III


Lindor

Recommended Posts

This does not list:

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

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

 

Hidden FX:
These FX are built into the spellclass and/or eiStateName (mostly spellclass). Nearly all five spellclasses with spellcontroltype = "eCAtype_a_effect_attack_ray" have that property, only exception is cSpellTwMutieren (for unknown reason).

Spoiler

Built into: cSpellHeFrostschlag (spellclass)
note: Got changed with S2EE 3.0.
screenshot example:
nWgKB6Q.jpg
 

Built into: cSpellHeEnergieblitz (spellclass)
screenshot example:
GIYkc7G.jpeg

 

Built into: cSpellSeBlitz (spellclass)
note: Looks similar to cSpellTwArchimedisstrahl.
screenshot example:
lYF7iFE.jpeg

 

Built into: cSpellTwArchimedisstrahl (spellclass)
note: Looks similar to cSpellSeBlitz.
screenshot example:
yEspYGA.jpeg

 

Built into: cSMSKJump(EiStateName), cSpellDmZerstorer(spellclass)
note: These are SFX (audio only). It's the Shadow Warrior's Belligerent Vault/Dragon Mage's Destroyer sound.
 

Built into: cSMBFJump(EiStateName)
note: These are SFX (audio only). It's the Kral of the Winged Demon's Jet Engine sound.

Auto-trigger FX:
These FX are triggered automatically on certain things, like consumables or buffs with certain properties. Most of them are also force-triggerable, few aren't.

Spoiler

Buffs/Debuffs:

Spoiler

particle scripts: fx_gen_weniger_heilung.particle
Corresponding name: FX_GEN_WENIGER_HEILUNG
note: The red swirls on the right can be edited to a different color via the script's hex colors (right half of the image).
         The red blood-like effect underneath however is probably linked to a general file in graphics01 like a gradient or something. (left half of the image).
screenshot example:
C5XSPKI.jpg

particle scripts: fx_gen_buf_deakt.particle
                           fx_gen_buf_deakt2.particle

Corresponding name: FX_GEN_BUFF_DEAKT
note: Yes, the FX name doesn't completely fit the particle script names, it's one f off.
screenshot example:
ws5TKsf.jpg

 

particle scripts: fx_gen_speedup.particle
Corresponding name: FX_GEN_SPEEDUP
note: The rings travel from bottom to top.
          These are hardcoded FX that trigger automatically on speed buffing spells that don't have other FX. Also force-triggerable.
screenshot example:
hcjpaDI.jpeg

particle scripts: fx_gen_slowdown.particle
Corresponding name: FX_GEN_SLOWDOWN
note: The rings travel from bottom to top.
          These are hardcoded FX that trigger automatically on speed debuffing spells that don't have other FX. Also force-triggerable.
screenshot example:
33SP2CE.jpg

FX_BOOST --auto-trigger FX for consumables. NOT force-triggerable.
bQv1JuG.jpg
 

particle scripts: none
Corresponding name: FX_GEN_MEHR_VW
note: Not only rotating, but also slowly bouncing up and down.
          These are hardcoded FX that trigger automatically on Defense Value boosting spells that don't have other FX. Also force-triggerable.
          There exists something similar for Attack Value boosting spells.
screenshot example:
XaV19dj.jpg
 

particle scripts: none
Corresponding name: FX_GEN_MEHR_AW
note: Not only rotating, but also slowly bouncing up and down.
          These are hardcoded FX that trigger automatically on Attack Value boosting spells that don't have other FX. Also force-triggerable.
          There exists something similar for Defense Value boosting spells.
screenshot example:
S555F9t.jpg

 

particle scripts: none
Corresponding name: FX_ENEMY_SPIKESHIELD_C
note: These are hardcoded FX that trigger automatically on reflecting auras and buffs that don't have other FX. Also force-triggerable.
screenshot example:
hMdwgbb.jpg

Spell effects:

Spoiler

particle scripts: none
Corresponding name: FX_GEN_MANALEACH
screenshot example:
KmwflqI.jpeg

 

particle scripts: none
Corresponding name: FX_GEN_LIFELEACH
note: Ignore the fog, it's not part of the FX.
screenshot example:
st4rGMf.jpeg

 

particle scripts: fx_dot_phys.particle
                           fx_dot_phys2.particle
Corresponding name: FX_DOT_PHYS
screenshot example:
op0dCMM.jpeg

 

particle scripts: fx_dot_fire.particle
                           fx_dot_fire2.particle
Corresponding name: FX_DOT_FIRE
screenshot example:
117IoI9.jpg

 

particle scripts: fx_dot_magic.particle
                           fx_dot_magic2.particle
Corresponding name: FX_DOT_MAGIC
screenshot example:
fS3yrVa.jpeg

 

particle scripts: fx_dot_poison.particle
                           fx_dot_poison2.particle
Corresponding name: FX_DOT_POISON
screenshot example:
qADRkEP.jpg

 

particle scripts: fx_dot_ice.particle
                           fx_dot_ice2.particle
Corresponding name: FX_DOT_ICE
screenshot example:
wrdldkZ.jpg

 

particle scripts: fx_gen_bluten.particle
Corresponding name: FX_GEN_BLUTEN
note: FX don't end until you teleport or end the game.
screenshot example:
kDy6nZR.jpg

 

particle scripts: fx_gen_critical_hit.particle
Corresponding name: FX_GEN_CRITICAL_HIT
screenshot example:
NXpyT5S.jpg


 

particle scripts: fx_gen_ohnmacht.particle
                           fx_gen_ohnmacht2.particle
Corresponding name: FX_GEN_OHNMACHT
screenshot example:
sYAHTpu.jpeg

 

particle scripts: fx_gen_schwaechung.particle
Corresponding name: FX_GEN_SCHWAECHUNG
screenshot example:
rPRF822.jpg

 

particle scripts: fx_gen_stun.particle
                           fx_gen_stun2.particle
Corresponding name: FX_GEN_STUN
screenshot example:
tIQ1G2L.jpg

General effects:

Spoiler

particle scripts: fx_levelup1.particle
                           fx_levelup2.particle
                           fx_levelup3.particle
Corresponding name: FX_LEVELUP
screenshot example:
HQ4vG2X.jpg

 

particle scripts: fx_gen_castblock.particle
Corresponding name: FX_GEN_CASTBLOCKL
note: These are hardcoded FX that trigger automatically on certain but yet unknown spells that don't have other FX. Also force-triggerable.
screenshot example:
nUbk9X6.jpeg

 

particle scripts: fx_gen_transform.particle
                           fx_gen_transform1.particle
                           fx_gen_transform2.particle

Corresponding name: FX_GEN_TRANSFORM
note: These are hardcoded FX that trigger automatically on enemies bein T-mutated. Also force-triggerable.
screenshot example:
jYSQXm4.jpeg

 

SFX:
These FX are audio only.

Spoiler

particle scripts: none
Corresponding name: FX_AURA_ENERGYLEECH
note: Forgot what it sounds like, but I remember it to be somewhat subtle because I didn't notice it the first time.
 

particle scripts: fx_blooddrops1.particle
                           fx_blooddropsdrop1.particle

Corresponding name: FX_BLOODDROPS1
note: These are audio only FX (SFX). Sounds similar to FX_WATERDROPS1.
 

particle scripts: fx_enemy_t_cone_stone_attach.particle
                           fx_enemy_t_cone_stone_attach2.particle

Corresponding name: FX_ENEMY_T_CONE_STONE_ATTACH_C
note: These are audio only casting FX (SFX), sounds like a deeper and less loud version of a critical hit or a rock hitting something.
 

particle scripts: fx_ghostshock_c.particle
Corresponding name: FX_GHOSTSHOCK_C
note: Lightning SFX.
 

particle scripts: fx_ghostshock2_c.particle
Corresponding name: FX_GHOSTSHOCK2_C
note: Lightning SFX.
 

particle scripts: fx_ghosttelekinese_impact.particle
                           fx_ghosttelekinese_raise.particle

Corresponding name: FX_GHOSTTELEKINESE_C
note: These are audio only casting FX (SFX), sounds like a normal hit, don't really know how to describe but it's a little bit underwhelming.
 

particle scripts: fx_trollrock_c.particle
Corresponding name: FX_TROLLROCK_C
note: Spell FX. Cool troll yelp sound effect. Technically has VFX, only visible for one frame though.
          There also exists FX_TROLLROCK and FX_TROLLROCK_I (casting FX).
          These and FX_SANDPEOPLE_SCHLACHTSCHREI are the only FX I'm aware of where _C are not the casting FX.
 

particle scripts: fx_waterdrops1.particle
                           fx_waterdropsdrop1.particle

Corresponding name: FX_WATERDROPS1
note: These are audio only FX (SFX). They sound like a waterdrop hitting the ground of some cave.

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
  • Like! 1
Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...
Please Sign In or Sign Up