Lindor 426 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 Stable environmental FX: These FX were not meant to be CA FX, despite that it works fine. Some few of them are dependend on the casters hand, but it doesn't look bad. Don't resize/recolorize these FX or else the environment will be affected! Spoiler FX_FEDERNLASSEN --the feathers are pretty big FX_LEAFFLUSH particle scripts: fx_gen_frag.particle Corresponding name: FX_GEN_FRAG screenshot example: particle scripts: fx_gen_frag_black.particle fx_gen_frag_p_black.particle Corresponding name: FX_GEN_FRAG_BLACK screenshot example: particle scripts: fx_gen_frag_dust.particle Corresponding name: FX_GEN_FRAG_DUST screenshot example: particle scripts: fx_gen_frag_ghost.particle fx_gen_frag_p_ghost.particle Corresponding name: FX_GEN_FRAG_GHOST screenshot example: particle scripts: fx_gen_frag_green.particle fx_gen_frag_p_green.particle Corresponding name: FX_GEN_FRAG_GREEN screenshot example: particle scripts: fx_gen_frag_p.particle Corresponding name: FX_GEN_FRAG_P note: Yes, it throws a random looking pieco of meat! Was probably meant as splatter FX for enemies being killed if gore is activated. screenshot example: particle scripts: fx_test.particle Corresponding name: FX_TEST note: These are very unstable FX, sometimes the symbol doesn't appear at all, sometimes it appears fully but always for a very short amount of time (was hard to catch a screenshot). There's a similarity to the red symbol of the as Casting FX used FX_GEN_TRAP1 screenshot example: particle scripts: fx_fountain1.particle fx_fountain2.particle fx_fountain3.particle fx_fountain4.particle fx_fountain5.particle fx_fountain6.particle fx_fountain7.particle fx_fountain8.particle fx_fountain9.particle Corresponding name: FX_FOUNTAIN1 FX_FOUNTAIN2 FX_FOUNTAIN3 FX_FOUNTAIN4 FX_FOUNTAIN5 FX_FOUNTAIN6 FX_FOUNTAIN7 FX_FOUNTAIN8 FX_FOUNTAIN9 note: Image shows 9 distinct FX that are very similar to each other. screenshot example: particle scripts: fx_fountain2_blood.particle fx_fountain7_blood.particle fx_fountain8_blood.particle Corresponding name: FX_FOUNTAIN2_BLOOD FX_FOUNTAIN7_BLOOD FX_FOUNTAIN8_BLOOD note: Image shows 3 distinct FX that are very similar to each other. screenshot example: particle scripts: fx_geyser_only_steam1.particle fx_geyser_only_steam2.particle fx_geyser_only_steam3.particle fx_geyser_water1_sparkle.particle fx_geyser_water1.particle fx_geyser_water1steam.particle fx_geyser_water2_sparkle.particle fx_geyser_water2.particle fx_geyser_water2steam.particle fx_geyser_water3_sparkle.particle fx_geyser_water3.particle fx_geyser_water3steam.particle Corresponding name: FX_GEYSER_WATER1 FX_GEYSER_WATER2 FX_GEYSER_WATER3 note: Image shows 3 distinct FX that are very similar to each other. screenshot example: particle scripts: fx_lava1.particle fx_lava1mover.particle Corresponding name: FX_LAVA1 note: There is a very cool looking distortion effect going on that is impossible to catch in a screenshot. It was probably meant to display some sort of heat effect, but it makes it look like a fiery force field. screenshot example: particle scripts: fx_pusteblume.particle Corresponding name: FX_PUSTEBLUME note: Unaffected by casters hand position. screenshot example: particle scripts: fx_qfx_dreckigesWasser.particle fx_qfx_dreckigesWasser2.particle Corresponding name: FX_QFX_DRECKIGESWASSER screenshot example: particle scripts: fx_qfx_fliegenschwarm.particle Corresponding name: FX_QFX_FLIEGENSCHWARM note: Thesere is an on any background super hard to notice bundle of black dots that appear around the caster. It's meant to represent a swarm of flies. screenshot example: particle scripts: fx_reagenzglas.particle fx_reagenzglas2.particle Corresponding name: FX_REAGENZGLAS note: These FX are maybe part of the standard alchemy table, e.g. used by the main quest line NPC Assim in the desert. screenshot example: particle scripts: fx_solarsystem.particle fx_solarsystemfire.particle Corresponding name: FX_SOLARSYSTEM note: There's a mechanical solar system model in Thylysium which probably uses these two FX The FX are very unique in the way that they shine through every object. At least through all I tested so far. screenshot example: particle scripts: fx_tleck_i.particle --note: maybe part of the main quest broken T-energy pipe in the swamp that is the cause for the Miasma Boss? fx_tleck_i2.particle fx_tleck.particle fx_tleck2.particle Corresponding name: FX_TLECK screenshot example: particle scripts: fx_waterdash.particle fx_waterdash2.particle Corresponding name: FX_WATERDASH screenshot example: particle scripts: fx_windblownleafs.particle Corresponding name: FX_WINDBLOWNLEAFS note: Unaffected by the casters hand position. screenshot example: Unstable environmental FX: These FX were not meant to be CA FX. They're extremely sensitive to the casters hand position, so you should be careful about the animation you're choosing. Don't resize/recolorize these FX or else the environment will be affected! Spoiler particle scripts: fx_sculpting.particle Corresponding name: FX_SCULPTING note: These are VERY subtle FX, they're so barely noticeable that I nearly skipped them. They're environmental in the sense that they appear when a sculptors chisel hits the marble, e.g. at the Britney Spears statue in Sloeford. screenshot example: FX_FLYINGBATS FX_GROUNDFOGBLUE --unstable Environmental FX_GROUNDFOGGREEN FX_GROUNDFOGGREY FX_GROUNDFOGRED FX_RUNNINGBUGS particle scripts: fx_desertdust.particle Corresponding name: FX_DESERTDUST note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position. screenshot example: particle scripts: fx_test.particle Corresponding name: fx_fallingsand1.particle screenshot example: particle scripts: fx_fallingsand2.particle Corresponding name: FX_FALLINGSAND2 screenshot example: particle scripts: fx_fallingsand3.particle Corresponding name: FX_FALLINGSAND3 screenshot example: particle scripts: fx_lavafall1_1.particle fx_lavafall1_2.particle fx_lavafall1_3.particle fx_lavafall1_4.particle fx_lavafall1.particle fx_lavafall1blobs.particle fx_lavafall1blobs2.particle Corresponding name: FX_LAVAFALL1 note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position. screenshot example: particle scripts: fx_lavafall2_1.particle fx_lavafall2_2.particle fx_lavafall2_3.particle fx_lavafall2_4.particle fx_lavafall2.particle fx_lavafall2blobs.particle fx_lavafall2blobs2.particle Corresponding name: FX_LAVAFALL2 note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position. screenshot example: particle scripts: fx_portal1_oben.particle fx_portal1_start.particle fx_portal1_unten.particle Corresponding name: FX_PORTAL1 screenshot example: particle scripts: fx_portal2.particle Corresponding name: FX_PORTAL2 screenshot example: particle scripts: fx_smokebigblack.particle fx_smokemediumblack.particle fx_smokesmallblack.particle fx_smokesmallblack2.particle Corresponding name: FX_SMOKEBIGBLACK FX_SMOKEMEDIUMBLACK FX_SMOKESMALLBLACK FX_SMOKESMALLBLACK2 note: Image shows 4 distinct FX that are very similar to each other. screenshot example: particle scripts: fx_smokebiggrey.particle fx_smokemediumgrey.particle fx_smokesmallgrey.particle fx_smokesmallgrey2.particle Corresponding name: FX_SMOKEBIGGREY FX_SMOKEMEDIUMGREY FX_SMOKESMALLGREY FX_SMOKESMALLGREY2 note: Image shows 4 distinct FX that are very similar to each other. screenshot example: particle scripts: fx_smokemediumwhite.particle fx_smokesmallwhite.particle fx_smokesmallwhite2.particle Corresponding name: FX_SMOKEMEDIUMWHITE FX_SMOKESMALLWHITE FX_SMOKESMALLWHITE2 note: Image shows 3 distinct FX that are very similar to each other. FX_SMOKEBIGWHITE is somehow missing, I can't remember whether it didn't work or it's a mistake on my end. screenshot example: particle scripts: fx_waterbubbles.particle Corresponding name: FX_WATERBUBBLES screenshot example: particle scripts: fx_waterfall1.particle fx_waterfall1blobs.particle fx_waterfall1blobsqfx.particle fx_waterfall1foam.particle fx_waterfall1foamqfx.particle fx_waterfall1foamtop.particle fx_waterfall1foamtopqfx.particle fx_waterfall1qfx_2.particle fx_waterfall1qfx.particle fx_waterfall1rings.particle fx_waterfall1ringsqfx.particle Corresponding name: FX_WATERFALL1 note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position. screenshot example: particle scripts: fx_waterfall2.particle fx_waterfall2blobs.particle fx_waterfall2foam.particle fx_waterfall2foamtop.particle fx_waterfall2rings.particle Corresponding name: FX_WATERFALL2 note: These are 2d FX despite it looking otherwise. It's suuper sensitive to the casters hand position. 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": x Edited June 21, 2022 by Lindor Link to comment
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