Lindor 438 Posted December 2, 2021 Share 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 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: Built into: cSpellHeEnergieblitz (spellclass) screenshot example: Built into: cSpellSeBlitz (spellclass) note: Looks similar to cSpellTwArchimedisstrahl. screenshot example: Built into: cSpellTwArchimedisstrahl (spellclass) note: Looks similar to cSpellSeBlitz. screenshot example: 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: 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: 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: 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: FX_BOOST --auto-trigger FX for consumables. NOT force-triggerable. 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: 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: 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: Spell effects: Spoiler particle scripts: none Corresponding name: FX_GEN_MANALEACH screenshot example: particle scripts: none Corresponding name: FX_GEN_LIFELEACH note: Ignore the fog, it's not part of the FX. screenshot example: particle scripts: fx_dot_phys.particle fx_dot_phys2.particle Corresponding name: FX_DOT_PHYS screenshot example: particle scripts: fx_dot_fire.particle fx_dot_fire2.particle Corresponding name: FX_DOT_FIRE screenshot example: particle scripts: fx_dot_magic.particle fx_dot_magic2.particle Corresponding name: FX_DOT_MAGIC screenshot example: particle scripts: fx_dot_poison.particle fx_dot_poison2.particle Corresponding name: FX_DOT_POISON screenshot example: particle scripts: fx_dot_ice.particle fx_dot_ice2.particle Corresponding name: FX_DOT_ICE screenshot example: 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: particle scripts: fx_gen_critical_hit.particle Corresponding name: FX_GEN_CRITICAL_HIT screenshot example: particle scripts: fx_gen_ohnmacht.particle fx_gen_ohnmacht2.particle Corresponding name: FX_GEN_OHNMACHT screenshot example: particle scripts: fx_gen_schwaechung.particle Corresponding name: FX_GEN_SCHWAECHUNG screenshot example: particle scripts: fx_gen_stun.particle fx_gen_stun2.particle Corresponding name: FX_GEN_STUN screenshot example: General effects: Spoiler particle scripts: fx_levelup1.particle fx_levelup2.particle fx_levelup3.particle Corresponding name: FX_LEVELUP screenshot example: 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: 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: 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 June 21, 2022 by Lindor 1 Link to comment
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