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  2. Dumping my ability modding notes for anyone else who might need it. Because testing isn't always perfect, some of this may prove to be incorrect, but I mod successfully with it. *I prefer to test abilities by adding the item to a ring (ring_rau) and then equipping the ring. The ability pops up in the class abilities menu +Then type toggleresourcelimit to be able to use the ability even if you're not in that class +passives already learned by your character will be the old versions, unless using a ring or something which does overwrite it! ! attacks.gamedatabundle is missing Launching Kick, flagellant's path upgrade, 198dcb3b-f4f2-4e86-8f7d-9416cfb86f96, wtf! abilities.gamedatabundle =========================== "UpgradeDescriptions": [ { "String": 2034 } ], "UpgradedFromID" --> links to another ability "AbilityClassID" --> Class that uses this ability "AbilityLevel": 5 "IsPassive" --> Puts it on the right hand side of level-up screen? "IsCombatOnly" --> Vital feature unique to abilities "UniqueSet" - looks like it's for groups of abilities that take an area (Storms, Walls are the only ones) "StatusEffectsIDs" - Applies Statuseffects to self or the attack if it's a full-attack ability (twinned shot) Non-Necessary --------------- "InterruptsOn": Hit,Crit,Graze,None,Miss? >>>WeaponAttackAbilityComponent (Weapon Attack Ability) "Type": "FullAttack" or Primary or Secondary or None (not used) "DefendedBy": "Count" <---no override, so inherits the weapon attack's info "AfflictionsDefendedBy": "Count" "AttackStatusEffectsIDs" - Additional StatusIDs to apply "IsMultiHit" - True = weapon attack applies in a line and goes through enemies like a beam "ProjectilePrefab" - overrides the projectile animation !Abilities that use WeaponAttackAbilityComponent can't link to a status effect AttackTargetOnEvent-->OnHit. OnApply works fine. Shackle_Shot was my problem for this. SharedTargetAbilityComponent can have PartyMember for abilities where you're hitting the same dudes progressiontables.gamedatabundle ================================= +Must include all code for a class, in my experience. The new code isn't added, it's replaced. Copy+paste it! +Two types of abilities here. Unlock, and AutoGrant. AutoGrant is added automatically I guess, unlock is chosen by the player. "AddAbilityID" "RemoveAbilityID" - for upgraded abilities, remove the old one "MinimumPowerLevel" - level needed to choose it (dual-class gets 1 power level per 2 levels) "RequiresAbilityID" - "Conditional" - for subclass restrictions or for upgraded abilities it'll require the old ability Conditional ==================== > "FunctionHash" - set to 0, the game creates a hash for this > "ParameterHash" - set to 0, the game creates a hash for this > "Parameters" - Subclass ID or Ability ID providing the restriction > "Operator" - 0=And, 1=Or, for multiple conditions in this Components section (the Operator just below "Conditional" should always be 0 though) > Example: "Components": [{ }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableHasAbility(Guid)", "FunctionHash": -1793712019, "ParameterHash": 124907666, "Parameters": ["e1668937-c325-45ec-a53e-7fb9ba421abe"], "UnrealCall": "" }, "Not": true, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "FunctionHash": 0, "ParameterHash": 0, "Parameters": ["36675937-fef0-4248-aef8-61d41844ea5f"], "UnrealCall": "" }, "Not": true, "Operator": 0 } Conditionals from any folder seem to be useable (/AI,/RPG,/Global, etc. in the Obsidian Game Data Formats documentation) "VisibilityConditional" - for subclass restrictions, same as conditional but restricts view of the ability IsAttributeScoreValue - conditional used in abilities like Colossal in lax3_abilities.gamedatabundle - allow abilities based on Attribute Score!! IsCurrentActionType(Guid, ActionType) - While whatever your commanded action is, i.e. whatever is in the circle above your character. ActionType not given in the official Obsidian documentation! You can see it used in aibehaviors.aibehaviorbundle. It appears to be the AIBehaviorType list in the Enumerations document, but "UseWaypoint" isn't on that list!! Could also be CustomAIActionType, which only has UseAbility, Attack, and UseItem "UseObject" "Attack" "ConsumeItem" "SwitchWeaponSet" "UseWaypoint" "Cast" "Grapple" "Move" "MoveToWaypointInCombat" So far I only know that Attack works. Grapple and some others not listed here don't seem to work for the Targeting conditional I tried. Boolean HasMoveRateEffectWithValue(Guid, Operator, Single) does not work +If you want to create a status effect based on if the enemy is alone, it was done with Azure blade by AttackEnemyOnEvent and the attack has a target conditional IsAllyCount Boolean HasStatusEffectType(Guid, StatusEffectType) work with "Invisible", as you'll notice it's actually never on your current effects when applied Boolean IsCurrentActionType(Guid, ActionType) doesn't activate and deactivate abilities for the ActivationPrerequisites well, for "Cast" action type +From the Improved Single Classes Mod: "Prior version will incorrectly grant abilities to multiclass characters. Apparently HasClass is not supported on a progressiontable, only ProgressionTableIsClass, which doesn't seem to check for other classes outside the current table." ActivationPrerequisites (in abilities) appears to start the effect on the conditional, but also cancel it when that condition is no longer true! - my Abbadon's Ultimate ability Respair did this when it was just an activation conditional and one StatusEffect. It would trigger when HP was 20% then immediately disappear ------------------- Typically in Boolean algebra, R1 and R2 or R3 would be evaluated like (R1 and R2) or R3, but that's not the case here. The conditionals are evaluated in order. If any AND conditional is false, the whole condition fails. If any OR conditional is true, the whole condition passes. In either case, evaluation will short-circuit (not evaluating any more conditionals). If neither of those things occur, the result is based on the operator of the last conditional. If it's AND, the result is RN (the result of the last conditional) If it's OR, the result is RN OR RN-1 As far as I can tell, the evaluation order is left-to-right (top-to-bottom in JSON) ------------------- Instances =================== Target - 1a26e100-0000-0000-0000-000000000000 - sometimes really needs a connected attack to work Attacks =============== +Damage and other basic attack stats isn't modified after the attack is launched, even if it's a projectile that takes time to hit new foes (not sure about bouncing) +Bounce damage can go down but it can't go up via AttackOverride: FullAttack because the bounce data only works for the Attack in that gamedata (momentum_shot) +Each bounce is another chance for a linked effect to occur "OnApply" +Attacks must have a ForcedTarget (and maybe AffectedTargetType) that allow for the connected attacks to start. So A hostile attack that also heals friends in an AOE can't have ForcedTarget: Hostile. +Targeting and Visual effects are why your abilities don't work. VFX are finicky and targeting works when consistent succession of attacks. +TeleportAttacks can't have Require****Object: true +TeleportAttacks only hit a location so effects won't work unless they are also targeting a location (AOE spells) +TeleportBeamAttacks can have Require****Object: true +ForcedTarget can be "None" or "Self" but not much else. Can't be "Friendly" or "Ally" etc. +Attack targeting appearances (red circle vs yellow circle) can be overridden by "HostilityOverride" Defunct Status Effect Types, Ability Types, etc. ================================================ +"PassiveAbility" (different than IsPassive: True) abilities don't work when copied. They're special because Nothing refers to them so they somehow work on their own. +IsMarked: True doesn't seem to work at all. +MarkedPrey doesn't seem to work at all. Nothing references the PassiveAbility, so maybe just using another means of applying the desired StatusEffect works. (worked for me in Clear Shot) +EngagementRadius doesn't seem to work +BonusHealingMult can't use attack filter, even though BonusHealMult can +VerticalLaunch, when stacked, doesn't apply all the stacks immediately, or at least they decrease rapidly on the gui. After a few launches, especially with a lot of stacks (100 stacks of 1), the launch time for any future launch becomes much longer and inconsistent. +Boolean HasStatusEffectType doesn't work with "Immunity" or "AfflictionImmunity" but it does work with "AfflictionResistance" ! +BeneficialEffectDurationMultiplier doesn't seem to work +BonusPotionEffectOrDurationPercent definitely doesn't work +DamageMinimum doesn't work with negative values, at least +OnSuccessfulInterrupt doesn't seem to work, and is never used +EnemiesNeededToFlankAdj does nothing when -1, or at least the minimum is still 2 +DOTTickMult works but it's visuals are screwed up to be negative when it should start with a plus sign, so overwrite with a text string +16 statuseffects appears to be the limit, seen at Minor Avatar and not working with more unless child effects are linked to them +UnadjustedDamageBonus doesn't show up in the combat log, the end damage is just bigger from that multiple of your initially rolled damage - also doesn't show up in text correctly, but it does use the attack filter +DamageMinimum does work but doesn't adjust the maximum damage in the GUI, so it looks wrong. Also it can use the attack filter +SuspendHostileEffects doesn't use the attack filter +"None" effects that also use "Transfer" can cause the ability description to freak out and say object not defined, only curable by changing SE type StatusEffects =================== +You just can't have some VFX on status effects. The mod won't load. prefabs/effects/abilities/monk/fx_flagellants_path_tp.prefab is one of them. +You can link an effect to the caster, even if the effect must be a Child (Affliction), the affliction effect can be Transfer, which links to an identical effect for the caster - So Child-->Transfer-->statusEffect works +ApplyOverTime only works for straight values, and is only used for Health and Damage by Obsidian +StackedChildrenApplyEffects "true" makes things stack that aren't stacking. In my Fireform attack, a stacking ApplyOnTick ApplyStatusEffectOnEvent applying a stacking DamageMult wasn't stacking the DoT applications, it was only applying at the interval rate, until StackedChildrenApplyEffects "true" +You can't increase the duration of outgoing effects, only afflictions. Duration has to be extended as they are received or existing +"Boolean IsStatusEffectCount(Guid, Guid, Operator, Int32)" is used for effects based on number of stacks Stun -------------- "ef17d967-79f8-4cb6-ae93-a19e4d3eb8d2", Might -5 (all these have infinite base duration) "9fd4396f-b41b-40f7-9d7f-049d1ab466b9", Penetration -4 (useless unless "Stunned" effect is resisted. It's here b/c lesser afflictions) "45537b43-aa00-4ee7-8f70-84f60a6b1d65", Stunned (infinite base duration) "b83921b4-08a3-4327-a33b-365580ac88ad" Deflection -10 ----------------- +AoEMult is not AOEMult like in the enumerations manual +OneHitUse will apply to the attack of the ability and expire if it's linked from the abilities section, but this only works for my code if I do this too: "TriggerAdjustment": { "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 1, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 - The problem with this is that it clears after the first instance, so AoE attacks are only affected by the effect for one random target in the AoE - You can't link it via ApplyStatusOnEvent (OneHitUse) --> StatusEffect (OneHitUse) because it stays on the character forever! Unlike official code But it finally goes away if you attack with something that's NOT part of the OneHitUse AttackFilter criteria. Ability instead of spell, etc I'm doing it exactly like strike the bell's penetration and it's not working The frickin' melee attack that was just for visual flair was ruining a lot too. Skill at least started when I took that out. - AoEMult doesn't work with it either, looks like +OneHitUse will work perfectly if in a WeaponAttackAbilityComponent under the AttackStatusEffectsIDs section +Having statusEffect directly in the ability seems to flow down into all or some of the attacks of that ability (clear shot_test_2) +Bounce damage can go down but it can't go up via AttackOverride: FullAttack because the bounce data only works for the Attack in that gamedata (momentum_shot) +Bounces don't repeat if you make it hit InRangeOrder true +UseCharacterLevel": "true" in power level scaling can cause the effects to not load Apply/AttackOnEvent ---------------- +The target is you, unless it's an SE in an Attack or ApplySEtoEnemy +the OnEvent statuses use the attack filter when the event is relating to an attack. +OnActivatesAttack effects before the attack is launched, and triggers for subsidiary attacks, not just attacks launched from an animation +OnLaunchesAttack does not target the enemy, it targets the self for the status +OnLaunchesAttack is before attack rolls occur for that attack +AttackOnEvent can't have Visual Effects. The mod won't load. +ApplyStatusEffectToSelfByDamageTypeReceived is a delicate, frustrating baby that you don't want to work with when you test this you need to take godmode off +ApplyStatusEffectToSelfByDamageRecieved and the damage statusEffect linked to it might need to be IsHostile "true" if the damage is instant!! (I've done otherwise) +OnClear doesn't trigger from Child effects expiring +OnEngagementByOtherBroken triggers every enemy attack if something like an aura is decreasing their max engagement +StatusEffectsOnAttackIDs (in the ItemMod) applies the effect to the target hit, but be careful because this is never used +When in godmode you don't count as OnAttacked +OnAttacked doesn't include OnMissed, it's only when you're grazed hit or crit +AttackEnemyOnEvent requires a 1 in the Value as it represents the percent chance to trigger! AttackFilter ---------------- +weapon attack abilities and their secondary effects don't register with this, unless source: weapon is included, and they're never a class ability +the OnEvent statuses use the attack filter when the event is relating to an attack. +Source: NonSpellAbility will apply to -all- attacks if alone, and applies to all abilities, even spells, of the ClassTypeID if defined +TargetType can be SingleTarget, AOE, or None (default) +AdjustDurationOfHostileEffects doesn't ever use Attack Filter in the Obsidian code +AttackTarget TargetHostility is Default, Hostile, or NonHostile +TargetHostility can use HostileEver, but this ignores a lot of attacks, mostly only working on melee or teleport+hit attacks +TargetHostility Nonhostile doesn't seem to trigger attacks from you onto allies (tried OnScoringHit, attack filter nonhostil, targetfilter nonhostile) +AttackFilter and AttackTargetFilter work fine with multiple keywords and inspiration keywords, but sometimes they don't Ex: My Rightousness ability was based off of High and Mighty, which do the same thing, but Righteousness didn't work +"Not" works like Not OR NOT when multiple keywords are used +AttackFilter HealthPercentage doesn't work with DamageMultiplier, you have to have an ability w/ conditional based on HP AttackTargetFilter does work though +ApplyStatusEffectToEnemyByDamageDealt automatically uses the attack filter, damageType AND can (not must) use the event value for OnScoringGrazeOrHitOrCriticalHit +"NonHostile" isn't in any attack filters and didn't work with AoEMult +Attack Speed doesn't seem to use the Attack Target filter +ClassTypeID is the class value ID and doesn't work by itself, but does when "source" parameters are used (spell/NonSpellAbility) - weapon attack abilities are not affected, and are instead affected by weapon-only effects without the ClassTypeID involved - even if source "Weapon" is used +DefendedBy must be "Deflect" instead of deflection Does StatusEffectDefense work? Not used in ANY files. Would be awesome to have defense vs. "Stunned" or "KnockUp" for example. AdjustBeneficialDuration doesn't use the attack filter, it can use KeywordValueID though! It isn't impossible to react when someone misses you---Soul Mirror is the only ability that uses AttackHitType": "Miss", with AttackReflectChance Trigger Notes ---------------- ? When using ApplyStatusEffectToEnemyOnEvent then AttackTargetOnEvent, which is now on the enemy, the Trigger section counts the enemy as the "effect target" but the attack still comes from you, right? (ex: Soul_Storm_Stack) +OnMovementEnd sometimes "doesn't work" because it triggers automatically an extra time, immediately when you don't want it to! - So if you have it cancel on the 2nd time, via MaxTriggerCount: 2, RemoveEffectAtMax: True, then it works as intended - I can't tell when exactly it triggers, but apparently at the end of casting, and at rest. Maybe the beginning of the current action. +When this isn't done in a way the game likes, it will cause your ability to not show up +OnHit is not an event! OnPlainHit is. +ApplyStatusEffectToSelfByDamageRecieved is 1) spelled incorrectly, and 2) doesn't work if you have God mode on! The damage is logged but doesn't trigger!! +OnMissed didn't trigger in the TriggerAdjustment when I used it to try and clear a status giving defense up to one miss +StartsAttackingSameTargetAsAlly begins the instant you and someone else start targeting the same target +OnUnconscious happens just before death, so clear on death still works with it +OnHealthPercentBelow and OnHealthPercentAbove simply do not work as a trigger unless you're Obsidian I guess. Try the AttackTarget filter instead +OnApply doesn't work for stacking effects because they're stacked instead of being reapplied. They're already applied. No effect unless otherwise applying. Basic TriggerAdjustments -------------------------- "TriggerAdjustment": { "TriggerOnEvent": "OnLaunchesAttack", <----When you attack, below will happen "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 1.05, <----Value of StatusEffect will be x105%. Multiplicative! "DurationAdjustment": 5, <---Duration of StatusEffect will be +5 seconds "ResetTriggerOnEffectTimeout": "false", <---only used by one StatusEffect "MaxTriggerCount": 10, <---Will stack 10x "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", <----remove effect at max stacks for this condition "ChanceToTrigger": 1 <---This adjustment will happen every time you launch an attack Ranged Attack Notes ---------------------------- +"ProjectileCountAdjustment" on Abilities must be 0 if you want additional ranged attack rays per level (every 2 power levels) - It looks like this only works if everything else is default too, on the abilities side of it, not the attack side - Actually it looks like it only works if you copy my arc_nova wizard ability and multiHit_ray attack. It seriously only works if you paste that code, then change it. What Counts as An Attack -------------------------------- +AoE pulses don't count +RandomAoE pulses (AoE in AoE) do count as attacks, but probably not an attack launch Keywords ------------------- +HasKeyword is only used for attacks and companion statuseffects. +Keyword conditionals don't appear to work with affliction/inspiration keywords ?+AttackTargetOnEvent is it possible to add keywords to these attacks? Removing Statuses ------------------- +"Immunity" status effect with the keyword in the AttackFilter clears the statuses with that keyword and makes immune to those keyword attacks Immunities ----------------- +Armor immunities should be implemented via ArmorRating 999. The AI glitches and repeatedly attacks that person fast after their unresponsive hit, and the hits can get queued and then released all at once when the ArmorRating becomes reduced lower than 999 Stacking --------------------- +Multiple StatusEffects that do the same thing but for different reasons? --> "StackingRuleOverride": "Always" in the Ability section - or only the highest DamageMultiple bonus will take effect, for example Unlisted Special Ability/Attack/StatusEffect GameData Types --------------------- AttackAuraGameData (attacks.gamedatabundle) - on a few attacks in expansion Lax3 - This is awesome for auras on you affecting enemies, but you can't extend the duration on events AttackGrappleGameData AttackFirearmGameData Push and Pull -------------- +Pushing can cause enemies to bounce if you apply multiple statuseffect pushes +pushes don't apply if the push would cause it to go past a wall. They're applied, but the target doesn't push, just gets hit there +Pushing is more smooth if done by chaining attacks that push, like my air nova spell DynamicValue -------------- +Multiplies the Stat by the MultiplyBy factor and adds it to the BaseValue e.g. Ardent_SE_Will StatusEffectType "Will", BaseValue 20, DynamicValue Stat "Health", MultiplyBy -15, Operator "Add" (never change this) Add -15 Will multiplied by the target's current health ratio, to the constant base value of 20, for total of +5/+20 Will at Min/Max HP GUI Tricks ---------------- + Current Effects is slightly different than the ability GUI. It will have some abilities that are AppliedOnEvent that don't show in ability previews. + ApplyStatusEffectOnEvent x2 or x3 hides something from the ability GUI, but puts it on the Current Effects if the intermediary ApplyStatusEffectOnEvent are instant. + If you hide abilities from GUI you can also force it to show all status effects, but this often doesn't get what you need + Afflictions show up in their own group listing of status effects in the summary, so they'll be bundled up + If something is showing up in a bad order, it's because it's part of a different attack, target, or duration group. Attack vs. a defense type, vs. a hostility type, target type, Infinite, Instant, Affliction etc. +"None" effects that also use "Transfer" can cause the ability description to freak out and say object not defined, only curable by changing SE type Deep Mechanics ---------------- +Negative "Health" effects appear to be treated as damage, as they are steepened with damage% bonuses
  3. I can't edit the old post....so here's an unsolicited new list: >>>Purple ----------- prefabs/effects/library/prologue/fx_pallid_knight_head.prefab - purple eyes? prefabs/effects/abilities/wizzard/fx_minolettas_piercing_sigil_se.prefab (loop) - small purple gyroscope near you prefabs/effects/abilities/wizzard/fx_minolettas_missile_salvo_se.prefab (loop) prefabs/projectiles/creature/fx_anima_cloud_projectile.prefab - beautiful indigo small ball-streak surrounded by large orbit of spiraling purple streaks around it, big diameter but sparse, elegant prefabs/projectiles/creature/fx_anima_ward_projectile.prefab - Tayn's big ball purplish and indigo big glittery cloud trail prefabs/projectiles/wizard/fx_caedebalds_blackbow_projectile.prefab - purple prefabs/projectiles/rot_skulls_projectile.prefab - purple prefabs/projectiles/wizard/fx_arkemyrs_wondrous_torment_projectile_small.prefab - serpentine motion indigo purple almost fully tubular cloudy trail prefabs/projectiles/wizard/fx_concelhauts_draining_missles_projectile.prefab - beautiful big purple indigo galactic smokey trail with white missile head, like citzal's martial power prefabs/projectiles/priest/fx_spiritual_weapon_wael_projectile.prefab - purple smokey white-trailed beam Phantom Foes hit looks like a really cool indigo+white ethereal fire prefabs/effects/abilities/creature/skuldrak/fx_skuldrak_screech_aoe.prefab - purple fan about 145 degrees, with hard-lined points at the edges, classy prefabs/effects/abilities/rogue/fx_withering_strike.prefab - purple event-horizon shaped white ball inside Crippling Strike (purple slice with purple sparks) prefabs/effects/abilities/rogue/fx_vital_strike.prefab - purple+white slice/cut going down and slightly diagonal Piercing Sigil - long streaks outbursting, possibly a circle-flare prefabs/projectiles/fx_projectile_dagger.prefab - small star effect <> prefabs/projectiles/wizard/fx_minolettas_missile_salvo_projectile.prefab prefabs/projectiles/wizard/fx_minolettas_minor_missles_projectile.prefab prefabs/projectiles/wizard/fx_thrust_of_tattered_veils_projectile.prefab prefabs/projectiles/wizard/fx_minolettas_concussive_missles_projectile.prefab Disciplined Barrage - big black-hole type of whitish purple on the center of your body prefabs/effects/abilities/cast/fx_cast_wizard_enchantment.prefab (loop) - purple glowing shining swirling for wizard hands prefabs/effects/abilities/cast/fx_cast_wizard_enchantment_rhand.prefab (loop) - purple glowing shining swirling for wizard hands dark cloud ball shiny white purple bursting out (loop) - prefabs/effects/abilities/creature/ukaizo_guardian/fx_consume_essence_se.prefab smoke puff and purple fireworks shoot up away - prefabs/effects/abilities/creature/engwithan_sentinel/fx_volatile_wave_aoe.prefab ripple and souly purple cloudball - prefabs/effects/abilities/creature/ukaizo_guardian/fx_enervating_blast_hit.prefab Nature's Terror - awesome ripply swirl around you with purple glowies and awesome blue electric orb hits Call to Slumber - gentle purple aoe + overhang affect for a little afterwards prefabs/effects/abilities/creature/engwithan_titan/fx_titan_slam_hit.prefab prefabs/effects/abilities/creature/engwithan_titan/fx_titan_slam_miss.prefab prefabs/effects/abilities/cipher/fx_reaping_knives_hit.prefab - light purple smoke Rot Skull - skull flying Confusion - purple streaks swirling around a light purple cloud Nature's Terror - awesome ripply swirl around you with purple glowies and awesome blue electric orb hits mundane purple cloud white glowy core with great ripple outwards and a few great purple spark ejections - soul_suck_hit purple eye glow - visage of death's herald awesome fireball shaped purple cloud with glowy threads and a ripple - prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_absorb_essence.prefab prefabs/effects/abilities/creature/lax03/fx_dreambeast_shimmerstep.prefab (loop) - streaking ripple and very slightly purple prefabs/effects/abilities/cipher/fx_soul_shock_aoe.prefab - purple portal-looking ellipse prefabs/effects/abilities/paladin/fx_hastening_exhortation_start.prefab (loop) - pretty light-purple + orange little ball that streaks with motion. Looks really cool when used as a hit (circles drifting past the hit) prefabs/effects/abilities/paladin/fx_hastening_exhortation.prefab - round vortex cone swirls of purple and orange streaks, classy and versatile Borrowed Instinct - good for teleportation graphics, a purple wind blows out from the target after a big star/sparkle animation. prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_release_the_screams_launch.prefab - a bunch of souls slowly come out of a big AOE ground prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_release_the_screams_impact.prefab - big ring-cloud shoots down to you, leaving smoke in it's wake prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_call_to_aid.prefab - big vortex with a cloudy texture prefabs/effects/abilities/rogue/fx_shadowing_beyond_small.prefab (loop) - purple streak only on movement prefabs/effects/abilities/wizzard/fx_citzels_martial_power_sm.prefab (loop) - purple floaty specks, Citzal's Martial Power prefabs/effects/abilities/wizzard/fx_citzels_martial_power_chest.prefab (loop) - purple floaty specks?, Citzal's Martial Power prefabs/effects/abilities/fx_watcher_empower.prefab - just a purple effect, could be for anything prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_light.prefab (loop) - purple lighting (not rays, just lighting) prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_weapon.prefab (loop) - purple lighting and white-glowy purple streaks dancing around. prefabs/effects/abilities/cipher/fx_soul_ignition_hit.prefab prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_entropic_shroud.prefab - shield around you and pink light source? no loop? prefabs/effects/environment/lax02/fx_portal_02.prefab - white semi-sphere door glowing pink smoke prefabs/effects/environment/lax02/lax02_fx_blessing_of_the_shattered_realms.prefab - ripple and white burst glowing pink smoke prefabs/effects/abilities/creature/lax02/lax02_fx_shambling_soul_death.prefab - purple explosion, semi-poof style prefabs/effects/environment/lax02/fx_cs_guardian_soul_fragments.prefab (loop) - 4 rays flowing quickly in all cardinal directions with soul wisps prefabs/effects/abilities/creature/lax02/fx_wandering_soul.prefab - white light glowing pink with purple wisps around it (can be a skin mesh) prefabs/effects/library/prologue/fx_player_body_wisps.prefab (loop) - horizontal purple sheen, very classy, but should be on ground - or applied on multiple points of the body prefabs/effects/environment/vailian_district/fx_watcher_energy_loop.prefab - small black ring around the target, purple light rays streaking up prefabs/effects/abilities/priest/fx_prayer_against_imprisonment_se.prefab - small runed circle with a light version of it floating upwards prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_dispersion.prefab (loop) - subtle shield that bends light a little, and does loop - as a hit effect this does an oval ring up around the target prefabs/effects/environment/lax02/lax02_fx_spirit_death.prefab - pink, black poof prefabs/projectiles/lax02/lax02_fx_tear_reality_projectile.prefab - violet magic comet missile with black streaks prefabs/effects/environment/lax02/lax02_fx_shattered_realm_engwithan.prefab (loop) - awesome glowing purple that shadows your movements prefabs/effects/environment/lax02/lax02_fx_engwithan_adra_energy.prefab (loop) - soft tendrils of purple light swirling long cone from your front prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_shambling_soul_mesh.prefab (loop) - hazy smoke with a thin line of soul energy leaking out and down prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_shambling_soul_head.prefab (loop) - purple white dots dribbling out in a tiny sparse cone from front prefabs/effects/abilities/creature/lax02/scourge/lax02_fx_scourge_cast.prefab (loop) - neon glowing ball and light spikes, with black center, debris sucking into it prefabs/effects/environment/lax02/fx_portal_01.prefab - smoky glowy archway door portal prefabs/effects/environment/lax02/fx_portal_02.prefab - longer smoky glowy archway door portal prefabs/effects/environment/lax02/lax02_fx_engwithan_chains_01.prefab - helix of a few purple translucent strands, not flexible for use, not close to attach point prefabs/effects/environment/lax02/lax02_fx_portal_out.prefab (loop) - glowing circle opens and closes, then streaking lights keep flowing out in a fan shape - this looks very cool attached to you prefabs/effects/library/prologue/fx_watcher_between_mesh.prefab (emission mesh) (loop?) - ??? prefabs/effects/abilities/cipher/fx_soul_ignition_se.prefab (loop) - awesome flickers flowing out of you, lingers and dances on movement as well prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_steal_identity.prefab - purple smokey hit cloud, very generic and soft prefabs/effects/library/prologue/fx_soul_between_mesh.prefab (loop) - light purple dots as you move, small purple smokey light flame prefabs/effects/library/prologue/fx_soul_suck.prefab - purple strings draining downward horizontally, with a light burst at the beginning, may always be left to right prefabs/effects/environment/lax03/fx_screaming_pillar_death.prefab - huge purple very white core spikey pillars upward in flash with purple smoke prefabs/effects/environment/lax03/fx_pedestal_incorrect - purple soul tubes spraying outward and up prefabs/effects/environment/lax03/fx_heart_stoppers.prefab (loop) (or non-loop) - 3 moon orbs above to the left, look great, there is a fx_heart_stoppers_end effect also prefabs/effects/environment/lax03/fx_crystal_archives_purple.prefab (loop) (or non-loop) - purple light source, soft purple and grey smoke clouds drifting up prefabs/effects/environment/lax03/fx_book_stacked_rise.prefab - purple flutterings in a soft cone from above, if attached prefabs/effects/environment/fx_soul_glow.prefab (loop) - black orb, pink glow around it, offset from the target position, smoke to the source, pink swirly wisps around the orb prefabs/effects/environment/fx_stone_glyphs_01.prefab - glowing pink door/square above the target, with green specks below. Don't attach, ground only prefabs/effects/destructibles/fx_sigil_of_blindness_active_ball.prefab (loop) - small pink orb, creates a purple flame every .2 second or so that lingers so as to stack the effect prefabs/effects/destructibles/fx_sigil_of_fear_destroyed.prefab - purple hit of electricity prefabs/effects/abilities/creature/engwithan_hierarch/fx_abducting_beyond.prefab - burst of purple Purple AoE ----------- Bewildering Spectacle Llengrath's safeguard - simple small pointy corrugated aoe with smoke clouds at end of ring prefabs/effects/abilities/cipher/fx_screaming_souls_aoe.prefab - purple shine-burst with small electricity, huge ripples outward prefabs/effects/abilities/creature/ukaizo_guardian/fx_anima_cloud_aoe.prefab - huge ripple and faint purply cloud somewhat swirl motion, some light purple dots prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_dispersion_aoe.prefab - purple translucent dome like circle of protection/chronosphere sigil of darkness - black cloud ring/nova pushing out, with some purple hints to the effect imp teleport - purple flat nova burst prefabs/effects/abilities/creature/lax03/fx_celestial_spectre_nova.prefab (scale) - like a supernova, especially if it pulses prefabs/effects/abilities/cipher/fx_echoing_shield_aoe.prefab - white spark with blue outline surrounded by soft indigo disruption waves prefabs/effects/environment/soul_effects/fx_soul_fall_player.prefab - big light shine bursting from ground, swirling purple and a little black prefabs/effects/environment/lax02/fx_dracolich_attack_cutscene.prefab - purple comet slams down prefabs/effects/abilities/creature/lax02/dracolich/lax02_fx_dracolich_breath_of_the_void_pull.prefab (scale?) - big purple explosion prefabs/effects/abilities/creature/lax02/dracolich/lax02_fx_dracolich_breath_of_the_void_cone.prefab (scale) (loop?) - black purple smoke waves in a cone prefabs/effects/environment/lax02/fx_cs_dracolich_breath.prefab - glowing purple white core spray in a cone after 3s delay with black puff at origin prefabs/effects/environment/lax02/lax02_fx_portal_out.prefab (loop) - glowing circle opens and closes, then streaking lights keep flowing out in a fan shape - this looks very cool attached to you - looks even cooler attached to a bunch of people prefabs/effects/abilities/cipher/fx_mind_wave.prefab - fan-of-flames style purple smoke prefabs/effects/environment/fx_swirling_mist.prefab - big rainbow of flowing spirit smoke flows in an arch over the area then disappears. Ground, PositionRotation prefabs/effects/destructibles/fx_sigil_of_fear_attack.prefab (scale) (loop?) - purple light nova with purple smoke flame in the center prefabs/effects/destructibles/fx_sigil_of_blindness_attack.prefab (scale) (loop?) - purple fire with black smoke nova with a taller version of the same in the center Purple Item ------------- prefabs/effects/items/weapons/fx_magistrates_cudgel.prefab >>>Yellow --------- prefabs/effects/abilities/chanter/fx_animated_great_sword_summon.prefab (loop) - golden white wave in a thin tube, classy, awesome on spear, big sparks on jump! prefabs/projectiles/druid/fx_firebug_projectile.prefab - yellow fire-ish projectile that looks a bit like the front of a shockwave, gold glitter path, very clean prefabs/effects/abilities/paladin/fx_eternal_devotion_gold_chest.prefab - yellow fire prefabs/effects/abilities/paladin/fx_eternal_devotion_gold_se.prefab (loop) - yellow fire prefabs/effects/abilities/paladin/fx_eternal_devotion_gold_root.prefab (loop) - yellow fire? Blessing - Holy yellow prefabs/projectiles/chanter/rejoice_my_comrades_two_projectile.prefab - yellow headed, purple edged middle, white centered big beam missile like sungrazer prefabs/projectiles/creature/fx_spore_dank_projectile.prefab - yellow particles with purple haze prefabs/projectiles/creature/fx_spore_cloud_projectile.prefab - glowing green thin streak with dots around it and purple haze around it prefabs/projectiles/creature/fx_corrosive_strike_projectile.prefab prefabs/projectiles/creature/fx_corrosive_splash_projectile.prefab prefabs/projectiles/paladin/fx_healing_chain_projectile.prefab prefabs\/projectiles\/ranger\/fx_heart_seeker_projectile.prefab Nature's bounty - gold rays and plants on the bottom prefabs/effects/abilities/wizzard/fx_familiar_sparkle.prefab (loop) - gentle sparkle radiant shining aura around character (not looping) - prefabs/effects/abilities/summon/fx_ogre_summon small ring of gold spark-rays fall down (or up?) your body - prefabs/effects/items/armor/fx_rightful_vengeance.prefab prefabs/effects/abilities/monk/fx_flagellants_path_tp.prefab - yellow slashes in a slight cone formation making a big yellow arrow shape prefabs/projectiles/items/fx_sungrazer_meteoric_projectile.prefab (awesome white and orange tipped streak, thin as Chain Lightning) prefabs/effects/abilities/fighter/fx_guardian_angel.prefab - yellow sparkles going down in a sphere around you and At The Sound of His Voice - yellow lightning flowing on your body, could be energy too prefabs/effects/abilities/paladin/fx_hands_of_light_target.prefab - ray of light prefabs/effects/abilities/priest/fx_light_of_eothas.prefab - ray of light ground hit prefabs/effects/library/fx_level_up_character.prefab prefabs/effects/library/fx_beacon.prefab - ground burst of light, slight pillar of light, slow swirl of gold light around base prefabs/effects/items/weapons/fx_torchflame_wpn.prefab (loop) - gold sparkle, flame, and smoke and heat waves and light source prefabs/effects/fx_spell_turning_wheel.prefab - gold flame with strong sphere of light right around it prefabs/effects/abilities/fx_cast_priest.prefab - blessed golden sparkly effect, doesn't loop prefabs/effects/environment/lax03/fx_light_temple.prefab (loop) - nice small orb-like yellow smoke cloud prefabs/effects/environment/fx_godrays.prefab - light rays slowly forming. Don't attach, don't PositionRotation prefabs/effects/destructibles/fx_sigil_of_pain_hit_reaction.prefab - quick lighting and sparking Yellow AoE ------------ prefabs/effects/items/bombs/fx_bomb_noisemaker_aoe.prefab (loop) - sparkcracker yellow sparks prefabs/effects/abilities/creature/sand_blight/fx_sandblight_scirocco_aoe.prefab prefabs/effects/destructibles/fx_sigil_of_pain_attack.prefab - yellow-orange fire nova >>>Blue --------- prefabs/effects/abilities/chanter/fx_the_thunder_rolled.prefab (90 cone) prefabs/effects/miss/fx_miss_cold.prefab prefabs/effects/abilities/creature/ice_blight/fx_ice_blight_spray_of_ice.prefab (145 cone) prefabs/effects/abilities/fx_watery_double_drops.prefab (loop) - chest prefabs/effects/abilities/monk/fx_lightning_strikes_hand.prefab (loop) prefabs/effects/abilities/monk/fx_lightning_strikes_cast.prefab prefabs/effects/abilities/monk/fx_swift_strikes_hand.prefab (loop) - sky blue glow prefabs/effects/abilities/monk/fx_swift_strikes_cast.prefab prefabs/effects/abilities/paladin/fx_eternal_devotion_blue_chest.prefab (loop) - blue fire prefabs/effects/abilities/paladin/fx_eternal_devotion_blue_se.prefab (loop) - blue fire prefabs/effects/abilities/paladin/fx_eternal_devotion_blue_root.prefab (loop) - blue fire? prefabs/effects/abilities/paladin/fx_sacred_immolation_blue_chest.prefab (loop) prefabs/effects/abilities/paladin/fx_sacred_immolation_blue_se.prefab (loop) prefabs/effects/abilities/paladin/fx_sacred_immolation_blue_root.prefab (loop) prefabs/effects/abilities/creature/ice_blight/fx_ice_blight_ice_spikes.prefab (loop) prefabs/effects/abilities/racial/fx_moon_godlike_head.prefab (loop) prefabs/effects/abilities/druid/fx_avenging_storm_chest.prefab (loop) prefabs/effects/abilities/druid/fx_avenging_storm_joint.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_chest.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_head.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_leg_r.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_leg_l.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_joint_r.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_joint_l.prefab (loop) prefabs/projectiles/creature/fx_spore_tendril_projectile.prefab - thin blue line with sparkly blue mist prefabs/projectiles/wizard/fx_arcane_assault_projectile.prefab - blue comet prefabs/effects/abilities/paladin/fx_lay_on_hands_greater_target.prefab prefabs/effects/abilities/paladin/fx_lay_on_hands_greater_start.prefab (loop) blue+yellow+white center orb of dragging light prefabs/effects/abilities/monk/fx_clarity_of_agony.prefab - spinny blue-purple/white-middle lines with similar center, fading into a haze, about 1m radius prefabs/projectiles/creature/fx_engwithan_hierarch_rod_projectile.prefab (multihit) - classy blue thin magic line with white middle prefabs/projectiles/creature/fx_engwithan_saint_rod_projectile.prefab - ice-looking medium sized blue+white classy projectile, brief frost trail prefabs/effects/abilities/wizzard/fx_ninagauths_shadowflame_start.prefab - smokey blue cloud that trails smokily, classy prefabs/effects/abilities/priest/fx_hand_of_weal_and_woe_hit.prefab (loop) - pretty big bright white cloud outlined by light blue w/ light blue spark streaks coming out and a frosty blue smoke lingering effect potion of invisibility - swooshy blue streaks and a subtle burst that is pretty large in a globe around caster, quick prefabs/projectiles/wizard/fx_chain_lightning_projectile.prefab prefabs/projectiles/items/fx_ball_lightning_projectile.prefab prefabs/effects/abilities/fx_lightning_strike_impact.prefab prefabs/projectiles/wizard/fx_crackling_bolt_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_frost_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_electricity_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_freezing_rake_projectile.prefab prefabs/projectiles/overwhelming_wave_pro.prefab prefabs/projectiles/crackling_bolt_pro.prefab prefabs/projectiles/creature/fx_flash_freeze_projectile.prefab prefabs/projectiles/creature/fx_animat_lightning_projectile.prefab prefabs/projectiles/creature/fx_ice_shard_projectile.prefab prefabs/projectiles/items/fx_frostseeker_projectile.prefab prefabs/projectiles/wizard/fx_ninagauths_shadowflame_projectile.prefab prefabs/projectiles/creature/fx_shade_draining_freeze.prefab prefabs/projectiles/creature/fx_scalding_web_projectile.prefab prefabs/projectiles/cleansing_wind_projectile.prefab prefabs/projectiles/priest/fx_iconic_projectile.prefab big orb of sparse big lightning sparks crackling from it - prefabs/effects/hit/fx_hit_shock_jolting_touch.prefab (loop) prefabs/effects/abilities/racial/fx_moon_godlike_silver_tide_aoe.prefab (scale) - sparks in a bunched up ball and big waves around it prefabs/effects/abilities/cast/fx_cast_wizard_control.prefab - little orb for hand wizard effects prefabs/effects/abilities/wizzard/fx_spirit_shield_se.prefab (loop) - Blue Aura Shield Blue bright shield - torrent of flame Airy streaks coming out of a big wall-like line - prefabs/projectiles/fighter/clear_the_path_projectile.prefab Nature's Terror - awesome ripply swirl around you with purple glowies and awesome blue electric orb hits Overwhelming wave - Water flow waterish looking splash - prefabs/effects/abilities/druid/fx_ocean_burst.prefab prefabs/effects/abilities/druid/fx_winter_wind.prefab - Winter wind - cool looking white streaks in a cone prefabs/effects/abilities/wizzard/fx_tayns_chaotic_orb_hit.prefab - quick blue ripply orb with dark clouds prefabs/projectiles/wizard/fx_tayns_chaotic_orb_projectile.prefab - blue ripples and some orb Blast of Frost - nice white streaks Blast of Frost - frozen ground prefabs/effects/abilities/wizzard/fx_arkemyrs_capricious_hex_aoe.prefab (scale) - Cheesy Blue things in the air that are almost like clouds and electricity Deleterious Alacrity of Motion - healing-like circles rising from your body and blue laser effects upward, blue background too, looks great prefabs/effects/items/bombs/fx_bomb_frost_pulse.prefab prefabs/effects/items/bombs/fx_bomb_lightning_pulse.prefab Ninagauth's killing bolt - straight streaking blue magic missile, blue cloudy hit and big ripple lightning-ish semi-connected arcs in a circle - prefabs/effects/abilities/creature/will_o_wisp/fx_will_o_wisp_melee_aoe.prefab prefabs/effects/abilities/druid/fx_dancing_bolts_impact.prefab (scale) prefabs/effects/abilities/creature/will_o_wisp/fx_will_o_wisp_dazzling_lights_aoe.prefab chair-back-shaped thick overlapping rays - prefabs/effects/abilities/creature/lax03/vithrack/fx_soul_echo.prefab prefabs/effects/environment/lax03/fx_cast_celestial.prefab - black-hole with blue+white aura (doesn't loop) purple-blue eye shining - prefabs/effects/environment/lax03/fx_screaming_pillar_se.prefab Tayn's chaotic orb that can go on RightWeapon, etc. - prefabs/effects/items/lax03/fx_tayns_chaotic_orb_weapon_right.prefab prefabs/effects/items/lax03/fx_tayns_chaotic_orb_weapon_left.prefab Shard-like blue-clear effects - Arcane Dampener soft blue cloudy mist with few white dots - prefabs/effects/items/lax03/fx_feast_of_dreams_end.prefab soft blue mist and white lights, also looks like water when attached - salvation of time hit prefabs/effects/abilities/fighter/fx_clear_out.prefab - big blue dust with glowing blue arc and solid blue behind it, pushing out slowly after hit. prefabs/effects/abilities/wizzard/fx_frost_spell_start.prefab (loop) prefabs/effects/items/lax03/fx_feast_of_dreams_impact.prefab - blue with white middle shine down and white lines dropping Stunning Blow - cool almost-sparks fly from the hit in a feintly observable cone spraying outward prefabs/projectiles/priest/storm_of_holy_fire_projectile.prefab prefabs/effects/abilities/priest/fx_storm_of_holy_fire_aoe.prefab prefabs/effects/abilities/druid/fx_boiling_spray_impact.prefab prefabs/effects/abilities/druid/fx_boiling_spray.prefab prefabs/effects/items/lax02/lax02_fx_currents_rush_hit - light blue sparks prefabs/effects/abilities/wizzard/fx_blast_hit.prefab - ripple simple with blue sparks that are white in the middle prefabs/effects/abilities/druid/fx_ocean_burst.prefab - wave grey big splash, appears to be the same as prefabs/effects/environment/fx_shore_splash.prefab prefabs/effects/abilities/creature/dragon_sea/fx_dragon_sea_tidal_wave.prefab - huge AOE shallow ripple and rain drop effects and little water spray droplets prefabs/effects/items/lax02/lax02_fx_currents_rush_wpn.prefab (loop) - swirly light blue infinite symbol when on your body and looping, or a small blue drain vortex when on the ground prefabs/effects/environment/lax02/lax02_fx_shattered_realm_huana.prefab - huge bubble/wave with splash around the edges prefabs/effects/items/lax02/lax02_fx_ondra_relic_hit.prefab - watery spirals up in a double helix and a light column bursts up Explosive Death - indigo big cloud puff like an explosion happened, with maybe some glitter too prefabs/effects/abilities/creature/lax02/rime_construct/lax02_fx_construct_rime_chest_start.prefab (loop) - white light glowing blue in a sideways pattern with glowy blue smoke prefabs/effects/abilities/creature/lax01/fx_tyrant_of_decay_devour_air.prefab (loop) - large semi-whirlpool of lightning prefabs/effects/items/laxf/fx_savants_grimoire_hand.prefab (loop) - very cool small white swirly cloud with blue aura prefabs/effects/abilities/creature/laxf/savant_wizard/laxf_fx_obelisk_globe_se.prefab (loop) - blue arcane force field globe with electricity crackling in it prefabs/effects/abilities/creature/lax02/hoarfrost_imp/lax02_fx_frost_teleport_out.prefab prefabs/effects/abilities/creature/lax02/hoarfrost_imp/lax02_fx_frost_teleport_in.prefab prefabs/effects/environment/lax02/lax02_fx_engwithan_barrier.prefab - blue light semi-sphere doorway/barrier prefabs/effects/library/comet.prefab - glowy blue spherical light with white center and some blue smoke prefabs/effects/library/magnetizedsoul.prefab (loop) - blue light, white core, swoops away on move, very classy but big also prefabs/effects/items/weapons/fx_karaboru_cone.prefab - blue cone wind spray strings like crushing blow prefabs/effects/items/weapons/fx_hard_counter - blue hit and ripple prefabs/effects/fx_cast_01.prefab (loop) prefabs/effects/fx_defender_deactivate.prefab - big solid blue transparent spark in the shape of a fan prefabs/effects/environment/weather/fx_weather_lightning_strike_01.prefab prefabs/effects/abilities/fx_slow_se.prefab (loop) - flat grey blue white mist, don't loop if on a moving character because it looks bad prefabs/effects/environment/ukaizo/fx_ondras_spire_dinglybobber.prefab (loop?) - small blue sphere of lightning, lightning bolt from horizontal prefabs/effects/abilities/fx_cast_cipher.prefab (loop) - vertical overlapping slow ripples with blue spark inside, but trashy if looped prefabs/effects/environment/ukaizo/fx_lightning_ukaizo.prefab - lightning bolt striking the ground prefabs/projectiles/lax02/lax02_fx_shatter_armor_projectile.prefab - light blue ice spike with light blue streaks behind it prefabs/projectiles/lax02/lax02_fx_reconstruct_projectile.prefab - light blue comet streak that slumps down towards the target prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_drowned_martaru_mesh.prefab - (loop) - blue glowing smoke or flame with white center prefabs/effects/environment/lax02/fx_eothas_fragment.prefab (loop) - small glowing blue white orb with black center, blue orbital swirlies, and mist connecting prefabs/effects/environment/lax02/lax02_fx_phylactery_hand.prefab - blue glowing cloud with white center that takes in purple streaks then bursts purple streaks prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_barrier.prefab - shield that doesn't loop with a soft nova expanding shortly outwards prefabs/effects/abilities/cipher/fx_body_attunement.prefab - shield with nova inward, doesn't loop prefabs/effects/abilities/monk/fx_blade_turning.prefab - two whitish light blue lines strike through, with heavy mist around and between them prefabs/effects/abilities/cast/fx_cast_cipher_generic_head.prefab (loop) - floaty blue, green, and yellow dots spray gently, and a few small ripples prefabs/effects/environment/lax03/fx_pedestal_correct - blue columns with black in between striking outward, then disappearing. Classy. prefabs/effects/environment/lax03/fx_llengrath_floating.prefab - Awesome blue sheen/soft rays flowing upwards for about 5 seconds prefabs/effects/environment/lax03/fx_llengrath_book.prefab (loop) - sparkly soft grey/white blue cloud prefabs/effects/environment/lax03/fx_crystal_archives_blue.prefab (loop) (or non-loop) - blue light source, soft blue and grey smoke clouds drifting up prefabs/effects/items/lax03/fx_weycs_wand_pulse.prefab - glowing symbol of wael on the ground for about 4 seconds prefabs/effects/environment/maze_of_wael/fx_maze_of_wael_button.prefab - small glowing Wael eye with thin glowy circle spinning around it, quickly disappearing. Classy prefabs/effects/environment/bathhouse/fx_bathhouse_steam_vent.prefab (loop) - faint blue smoke slowly pluming upwards Blue AoE ----------- prefabs/effects/abilities/barbarian/fx_spirit_tornado.prefab (doesn't loop) - Swirly clouds with a few streaks spikes on ground and frozen ground - spirit_well Big soft blue barely-galaxy-style shape - prefabs/effects/environment/lax03/fx_screaming_pillar_aura.prefab Simple classy circle-lines with blue aura - salvation of time prefabs/effects/abilities/creature/lax02/beast_of_winter/lax02_fx_bow_demolish_aoe.prefab - big ripple shockwave, lame snow giblets prefabs/effects/environment/fx_shore_splash.prefab - big grey sea-like splash prefabs/effects/abilities/cipher/fx_telekinetic_burst.prefab (scale but doesn't work) - medium aoe disconnected force wave that's indigo/white inside prefabs/effects/items/weapons/fx_warming_of_blue_water_aoe.prefab - soft blue nova and a slight pulse prefabs/effects/environment/waterfalls/fx_ar_0106_waterfall_splash_01.prefab (loop) - misty water splashes, looks great when multiple prefabs/effects/environment/waterfalls/fx_ar_0301_waterfall_splash_01.prefab (loop) prefabs/effects/environment/ukaizo/fx_ondras_spire_core.prefab - huge blue explosion of light prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_chaotic_death.prefab - big collapse of a small black hole, fast, big ripples, smoke burst prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_barrier.prefab - shield that doesn't loop with a soft nova expanding shortly outwards prefabs/effects/abilities/cipher/fx_body_attunement.prefab - shield with nova inward, doesn't loop prefabs/effects/abilities/cipher/fx_defensive_mindweb.prefab - small-ish ring of white spikes with soft blue outline prefabs/effects/environment/lax03/fx_screaming_pillar_aura.prefab (loop) - looks like a blue lake/mist with faint purple soul energy coming out of it. Classy prefabs/effects/abilities/priest/fx_symbol_of_wael_loop.prefab (loop) - big glowing eye-drawing on the ground with light smoke above it, blue ice-berg style stone pattern below with white frost prefabs/effects/abilities/creature/lax02/hoarfrost_imp/lax02_fx_frost_teleport_pulse.prefab (scale) (loop) - like chill frost prefabs/effects/environment/maze_of_wael/fx_maze_of_wael_container.prefab (loop) - bright glowing Wael eye on ground, blue dust and smoke above it, a thin glowy circle hovering mid-air -doesn't perfectly attach to an individual, so make it a loop effect that doesn't attach, although the time I tested it I attached and normal non-loop attack didn't work Blue Item ------------ prefabs/effects/abilities/creature/rathun/fx_rathun_sceptre_frost.prefab (Fx_Bone_01) >>>Green --------- prefabs/effects/miss/fx_miss_corrode.prefab prefabs/effects/miss/fx_miss_nature.prefab prefabs/effects/abilities/ranger/fx_masters_call_se.prefab (loop) - green glow fade streaks follows movement and glowing gentle green sparks slowly dance out prefabs/effects/abilities/druid/fx_pollen_patch_se.prefab (loop) prefabs/effects/abilities/wizzard/fx_acid_spell_start.prefab (loop) prefabs/effects/abilities/wizzard/fx_cobra_strike_arm_01.prefab (loop) prefabs/effects/abilities/wizzard/fx_cobra_strike_arm_02.prefab (loop) prefabs/effects/abilities/summon/fx_summon_vine_loop.prefab (loop) prefabs/effects/abilities/cast/fx_cast_druid_left_arm.prefab (loop) - green glow and glowing leaves/particles floating out prefabs/effects/abilities/cast/fx_cast_druid_right_arm.prefab (loop) - same? prefabs/effects/abilities/cast/fx_cast_druid_finish.prefab - closes druid_left_arm stuff prefabs/effects/abilities/druid/fx_form_of_the_delemgan_chest.prefab - classy green star/light-spark, not too hard edged somewhat soft Marked Prey - Star with lens-flare rings around it Hobbling Shot hit - spinning green/white circles, somewhat like a ripple at first Takedown Combo - big green hit, hard to describe - prefabs\/effects\/abilities\/ranger\/fx_takedown.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_acid_projectile.prefab - yellow-green long tailed projectile with steel triangular-shaped front point, curvy motion to target, slight big cloud trail prefabs/effects/abilities/wizzard/fx_arcane_clense_hit.prefab - ripple with green fireflies Charm Beasts - floaty ring of green specks Green-yellow streaks in a small bubble softly fading - prefabs/effects/abilities/druid/fx_natures_mark_impact.prefab glowy white green misty aura circle with occasional glowy-blue semi-tentacles - prefabs/effects/abilities/wizzard/fx_mauras_writhing_tentacles_loop.prefab (loop) also paired with prefabs/effects/abilities/wizzard/fx_mauras_writhing_tentacles_mesh.prefab (loop) - AttachPoint EmissionMesh, Mesh Mesh_01 green smoke/gas quickly dissipating with glowy tentacles - prefabs/effects/abilities/wizzard/fx_mauras_writhing_tentacles_summon prefabs/effects/abilities/creature/lax03/construct/fx_double_strike.prefab - semi-small green foggy cloud prefabs/effects/abilities/ranger/fx_heal_companion.prefab - green glow smoke hit effect prefabs/effects/abilities/creature/lax03/fx_eye_of_arkemyr_hit.prefab - elegant green-blue cloud and vague petals, both drifting up prefabs/effects/hit/elements/fx_hit_acid_01.prefab (scale) prefabs/effects/hit/elements/fx_hit_acid_01_lg.prefab prefabs/effects/abilities/companion/fx_wild_mind_target.prefab - small ripple and crostt-star gold+green center, with some floaty sparklies prefabs/effects/abilities/creature/adragan/fx_strength_of_earth_hit.prefab - prismatic mostly green oval body bubble, small little swirling slashes of soft green, pretty prefabs/effects/environment/underwater_dungeon/fx_water_barrier_cracking.prefab - green electricity crackling prefabs/effects/items/weapons/fx_spirit_maw_aoe.prefab - soft green puff prefabs/effects/items/weapons/fx_torchflame_green_wpn.prefab (loop) - green smoke and a green light source prefabs/effects/environment/underwater_dungeon/fx_eng_ring_machine_r.prefab (loop) - 3 long thin green tendril-like streaks going up, with a portal-style hit effect to the top left of it where the tendrils are going towards. Looks good on multiple, when not looping. prefabs/effects/environment/underwater_dungeon/fx_eng_ring_machine_l.prefab (loop) - same as the r version prefabs/effects/abilities/priest/fx_hand_of_berath.prefab - yellow-green solid cloud hit with black streaks from it, and acidic after-effect prefabs/effects/abilities/fx_cast_druid_root.prefab - spinning fading runes in a green circle, about 3 feet above point of impact prefabs/effects/environment/underwater_dungeon/fx_eng_machine_arc_01.prefab - green lightning from 4-o'clock angle to center, can't change angle? prefabs/effects/items/weapons/fx_essence_interrupter_summon.prefab - yellow-green cloud blast, poisonous looking, generically good prefabs/effects/library/fx_px1_galvinos_resonance_amplifier_impact.prefab - soft green ring for hitting around a person, doesn't scale prefabs/effects/environment/fx_stone_glyphs_02.prefab - gren specks drifting in a column. Don't attach, other vfx with similar names have pink stones attached in weird places prefabs/effects/environment/huana_ruin/fx_pwgra_cleanse.prefab - green explosion, could be anything, fairly large prefabs/effects/destructibles/fx_sigil_of_weakness_active.prefab (loop) - small green fiery symbol on 4 sides forming a square, neon green dots bursting if not looped prefabs/effects/destructibles/fx_sigil_of_weakness_hit.prefab - poisonous smoking looking fire hit Green AOE ---------- prefabs/effects/abilities/fx_touch_of_rot_aoe.prefab (scale) - unused since I made it single target prefabs/effects/abilities/druid/fx_touch_of_rot_se_small.prefab - used on joints prefabs/effects/abilities/druid/fx_touch_of_rot_se_med.prefab - used on joints Death ring - black ground and greeny smoke around the green ring prefabs/effects/abilities/druid/fx_woodskin_aoe.prefab - simple green ring with soft streaking on the edges, green petals above at end Glowy green cracks in the ground - prefabs/effects/abilities/creature/earth_blight/fx_earth_blight_eoras_pull.prefab prefabs/effects/items/weapons/fx_spinning_assault.prefab - big green and yellow spin slash effect prefabs/effects/items/lax02/lax02_fx_gaun_relic_aoe.prefab - semi-big ripple with a green in the waves Come, Come soft winds of Death - Clear Out cone effect cloud but green prefabs/effects/library/fx_px1_galvinos_resonance_amplifier.prefab - soft green nova prefabs/effects/environment/fx_soul_stone_wisps.prefab - translucent tentacles all over the map. Target ground only prefabs/effects/destructibles/fx_sigil_of_weakness_attack.prefab (scale) - green fire nova >>>Red ---------- prefabs/effects/abilities/creature/rathun/fx_rathun_arc_of_flame.prefab (aoe) (145 cone) prefabs/effects/abilities/druid/fx_firebug_impact.prefab - big fiery glow then collapsing into a fire hit then a beautiful sparse golden sparkly spread prefabs/effects/abilities/creature/rathun/fx_rathun_eternal_devotion_chest.prefab (loop) - red fire? prefabs/effects/abilities/creature/rathun/fx_rathun_eternal_devotion_se.prefab (loop) - red fire? prefabs/effects/abilities/creature/rathun/fx_rathun_eternal_devotion_root.prefab (loop) - red fire? prefabs/effects/abilities/paladin/fx_sworn_enemy_target.prefab (loop) - small red orange fire ring above them prefabs/effects/abilities/creature/flame_blight/fx_flame_blight_intense_flames.prefab (loop) prefabs/effects/abilities/creature/rathun/fx_rathun_blazingstaff.prefab (loop) prefabs/effects/abilities/creature/rathun/fx_rathun_magrans_blade.prefab (loop) prefabs/effects/abilities/racial/fx_fire_godlike_head.prefab (loop) prefabs/effects/abilities/wizzard/fx_fireball_start.prefab (loop) prefabs/effects/abilities/creature/naga/fx_cast_naga_flame_right_arm.prefab (loop) prefabs/projectiles/wizard/fx_fireball_projectile.prefab prefabs/projectiles/creature/fx_piercing_fires_projectile.prefab prefabs/projectiles/creature/fx_blazing_grasp_projectile.prefab prefabs/projectiles/creature/fx_bat_fire_spit_projectile.prefab prefabs/projectiles/creature/fx_naga_flame_spit_projectile.prefab prefabs/projectiles/wizard/fx_delayed_fireball_projectile.prefab prefabs/projectiles/wizard/fx_meteor_shower_projectile.prefab prefabs/projectiles/creature/fx_fiery_vortex_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_fire_projectile.prefab prefabs/projectiles/creature/ogre_cannonball_fire_projectile.prefab prefabs/projectiles/wizard/fx_rolling_flame_projectile.prefab (multihit) (bouncing) prefabs/projectiles/paladin/fx_wrath_of_five_suns_projectile.prefab - fiery flaming stone prefabs/effects/abilities/rogue/fx_finishing_blow_hit.prefab prefabs/effects/items/weapons/fx_sceptre_hit.prefab - orange sparks prefabs/effects/abilities/wizzard/fx_flameshield_se.prefab (loop) prefabs/effects/abilities/wizzard/fx_concelhauts_draining_touch_hand.prefab (loop) prefabs/effects/abilities/wizzard/fx_concelhauts_draining_touch_arm.prefab (loop) prefabs/effects/abilities/wizzard/fx_ray_of_fire_caster.prefab (loop) - pink orange hand-sized swirly ball Huge explosion + concussion wave prefabs/effects/environment/hasongo/fx_cannon_impact_hit.prefab prefabs/effects/destructibles/fx_gunpowder_barrel_explode.prefab prefabs/projectiles/creature/rathun_rod_projectile.prefab - thin long pure flame projectile prefabs/effects/abilities/priest/fx_triumph_crusaders_heal.prefab - hexagonal orange cloud with white insides, fades prefabs/projectiles/lax02/lax02_fx_magran_relic_projectile.prefab - flaming rock with purple sparkly dust behind it Arduous delay of motion - ripply red glow underneath you, very cool Venombloom - red plants Frenzy - but used too often. Fiery red spikes rising upward around you. searing seal - sunburst type fiery pattern flat on the ground - prefabs/rpg/spells/priest/l_04/searing_seal_trap.prefab Aura with big flakes - prefabs/effects/abilities/barbarian/fx_wild_sprint.prefab Swirly red streaks, almost like blades - prefabs/effects/abilities/wizzard/fx_arduous_delay_of_motion_aoe.prefab Recall agony looks really cool prefabs/effects/abilities/creature/ogre/fx_ogre_throw_jug_impact.prefab - horizontal flames for a second prefabs/effects/items/lax02/lax02_fx_magran_relic_start.prefab (loop) - just a red lighting if loop is disabled, but otherwise a small fire ball like a wizard casting prefabs/effects/library/fx_fire_table.prefab (loop) prefabs/effects/abilities/barbarian/fx_frenzy_se.prefab (loop) prefabs/effects/abilities/barbarian/fx_frenzy_hit.prefab prefabs/effects/abilities/wizzard/fx_arkemyrs_brilliant_reappearance.prefab - when pulsing, there's a small gun hit/explosion effect at the bottom after the initial big black cloud effect that plays only once prefabs/effects/items/lax02/lax02_fx_magran_relic_dot_se.prefab (loop) - very cool red/pink flame ball, size of two hands, very bright, little sparks fall from it prefabs/effects/abilities/creature/ukaizo_guardian/fx_scorching_spit_se.prefab (loop) - normal version of magran_relic_dot_se prefabs/effects/abilities/creature/drake/fx_drake_fire_breath_se.prefab (loop) - same thing as scorching_spit_se prefabs/effects/abilities/creature/laxf/helfire_ironclad/laxf_fx_helfire_barrage_start.prefab (loop) - line of fire poking out sideways prefabs/effects/abilities/creature/rathun/fx_rathun_cast_rod.prefab (loop) - flame pyre that's extended out a bit, like half the length of a staff prefabs/effects/fx_fireorb.prefab (loop) - a small orb of flame prefabs/effects/abilities/creature/rathun/fx_rathun_flames_of_devotion_hit.prefab - simple fire hit, pretty bright prefabs/effects/hit/elements/fx_hit_fire_01.prefab - generic fire hit prefabs/effects/abilities/priest/fx_restore_moderate_stamina.prefab - cone of circles forming downwards and then a priest-style runed ring at bottom prefabs/effects/abilities/priest/fx_restore_minor_stamina.prefab - cone of circles forming downwards and then a non-runed ring at bottom prefabs/effects/abilities/fx_penetrating_shot_2.prefab - small red ring with yellow electric spark in middle, lingers for 5s prefabs/effects/environment/lax03/fx_light_temple_red.prefab (loop) - nice small orb-like red smoke cloud prefabs/effects/environment/lax03/fx_blood_rain_body.prefab (loop) - sparse sporadic blood rains around you, not close by, prefabs/effects/destructibles/fx_sigil_of_death_active_savage.prefab (loop) - small glowing red rune that is where the head would be, height-wise prefabs/effects/abilities/wizzard/fx_arkemyrs_brilliant_reappearance.prefab - burst of loose red smoke prefabs/effects/abilities/creature/rathun/fx_rathun_cast_arc_of_flame.prefab (loop) prefabs/effects/abilities/creature/drake/fx_drake_fire_breath_jet.prefab (loop) prefabs/effects/abilities/creature/ukaizo_guardian/fx_fiery_vortex_start.prefab (loop) prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_mouth_breathe.prefab (loop) prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_breath_impact.prefab prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_breath_jet.prefab (loop) prefabs/effects/abilities/creature/construct/fx_furnace_start.prefab (loop) Red AOE -------- prefabs/effects/abilities/creature/drake/fx_drake_fire_breath_aoe.prefab prefabs/effects/items/bombs/fx_bomb_sparkcrackers_pulse.prefab Torrent of Flame prefabs/effects/abilities/barbarian/fx_dragon_leap_aoe.prefab prefabs/effects/abilities/barbarian/fx_dragon_leap_se.prefab (loop) - swirly red slashes around you and red comet streak plunges into ground prefabs/effects/abilities/barbarian/fx_dragon_leap_start.prefab - red sparks go up as ripple and dust happen prefabs/effects/abilities/creature/ukaizo_guardian/fx_fiery_vortex_pull.prefab prefabs/effects/abilities/priest/fx_dire_blessing_aoe.prefab - orange symbols with small flames on the edge, doesn't seem to scale or loop, surprisingly prefabs/effects/items/bombs/fx_bomb_immolator_pulse.prefab prefabs/effects/items/bombs/fx_bomb_immolator_aoe.prefab prefabs/effects/items/bombs/fx_bomb_cinder_pulse.prefab Simple good flat nova burst - prefabs/effects/abilities/barbarian/fx_rams_spirit_aoe.prefab prefabs/effects/items/lax02/lax02_fx_echo_of_godhammer_aoe.prefab - semi-big fire nova with a little red under it prefabs/effects/items/lax02/lax02_fx_magran_relic_aoe.prefab - big fire semi-explosion, cool and simple prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_battle_roar.prefab (loop) - cone of heat (dark orange haze) and sparks prefabs/effects/items/weapons/fx_sungrazer_meteoric_aoe - dust ring, some rock giblets, and thin red flares shooting up prefabs/effects/environment/lax02/lax02_fx_shattered_realm_godhammer.prefab (scale?) (loop?) - big explosion and flames prefabs/effects/abilities/creature/engwithan_hierarch/fx_hierarchs_domain_aoe.prefab (scale) - red ring nova with smoke pushing out prefabs/effects/abilities/priest/fx_writ_of_war.prefab - awesome berath symbol or some other god, in orange red, and swirling redness around it prefabs/effects/destructibles/fx_sigil_of_death_active_savage.prefab (scale) - red nova with black smoke trailing it Red Items ---------- Magran's Favor red glow >>>Orange ---------- prefabs/effects/abilities/summon/fx_summon_yellow.prefab - big circles swirl up from the bottom and shine, very classy prefabs/effects/abilities/wizzard/fx_combusting_wounds_hit_se.prefab (loop) prefabs/effects/abilities/barbarian/fx_mage_slayer.prefab - orange orb rippling out like it hit a pool of water, quick, classy, soft prefabs/effects/abilities/creature/bat_flame/fx_burning_wind_start.prefab - orange long sparks fly up in a circle around you, there's a small circle effect at the base prefabs/effects/abilities/wizzard/fx_expose_vulnerabilities_hit.prefab - big ripple (I think it scales) with orange long thin beams spiking from the center, orange glow in center and pink hanging sparks, very cool prefabs/effects/abilities/priest/fx_firebrand.prefab - spark of light prefabs/effects/hit/gibs/fx_gib_shadow_fire.prefab - good fire hit, semi big prefabs/effects/fx_spell_turning_wheel (loop?) - small fire and orange light source prefabs/effects/environment/lax03/fx_light_wael_body.prefab (loop) - gold smoke in an area the size of a fireball aoe, that lingers heavily as you move or it stays in the same location prefabs/effects/environment/ruin_interior/fx_engwythan_symbol_04.prefab (loop) - orange symbol and thick ring around it, like a big button, use on ground only There are symbols 01-10 that look very similar prefabs/effects/items/weapons/fx_blunderbuss_serafen_aoe.prefab - smokey bomb blast-like explosion, about 3 feet high but thick black smoke bursts from it prefabs/effects/environment/ruin_interior/fx_engwythan_symbol_v02.prefab (loop) - orange glowing horizontal symbol with red fire sporadically smoking from it prefabs/effects/environment/fx_adra_disc_runes_active.prefab (loop) - glowing orange spikes in a small person-sized circle, no movement, odd looking prefabs/effects/environment/rauatai_powderhouse/fx_timed_bomb_smoke.prefab - thin cone of black smoke from the ground to infinity, eventually orange sparks fly from it prefabs/effects/environment/fx_adra_disc_runes_night.prefab (loop) - simple small glow runes in a horizontal circle, perfect for a person, very flat and unanimated Brown ---------- prefabs/projectiles/creature/fx_assassin_vine_projectile.prefab - brown smoke trail with black thorn/dart prefabs/effects/abilities/creature/lagufaeth/fx_pestilent_strike.prefab - gradient foggy brown dark-red and black prefabs/effects/abilities/druid/fx_autumns_decay_se.prefab - awesome angled shining light from above and dark red embers flying up from your body with dark orange smoke rising up prefabs/effects/library/fx_dust_check_wind.prefab prefabs/projectiles/creature/fx_falling_stones_projectile.prefab prefabs/projectiles/twin_stones_projectile.prefab Embrace of the earth talon - big stone claw comes up prefabs/effects/abilities/creature/sand_blight/fx_sand_blight_hit.prefab prefabs/effects/abilities/creature/sand_blight/fx_sand_blight_hit_small.prefab Rust Armor - brown spray prefabs/effects/abilities/priest/fx_hand_of_berath_impact.prefab - brown/green with black center, column from above then splits out from the target pommel strike - small brown dust cloud prefabs/effects/environment/hasongo/fx_cannon_blast_01.prefab - big spray of dust that lingers, few flashing orange gun streaks in a small cone, and slight shake of the camera prefabs/effects/library/ambient_fx_1303_temp - dark amber mist in a big area, staying forever Brown AOE --------------- prefabs/effects/environment/lax03/fx_eye_exp.prefab - disgusting explosion of fleshy bloody stuff Black ----------- prefabs/projectiles/creature/fx_kraken_ink_spray_projectile.prefab Ryngrim's repulsive visage - pure black tendrils squirm from you prefabs/effects/abilities/rogue/fx_shadowing_beyond_start.prefab - Black cloud bursting out Chill Fog - black swirlies orbiting a small black cloud [loops] prefabs/effects/abilities/wizzard/fx_arkemyrs_brilliant_reappearance.prefab - big black clouds jut to the sky in a cone and there's a small gun hit/explosion effect at the bottom prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_into_the_void_se.prefab - undulating star patch of blackness, tiny blue swirlies inside prefabs/effects/hit/gibs/fx_gib_shadow_electricity.prefab - awesome black cloud electricity hit prefabs/effects/environment/fx_smoke_large.prefab (loop) - dark red sparse smoke at the bottom, quickly turning into thicker black smoke as it floats up, not cloud-shaped, plumed instead prefabs/effects/abilities/wizzard/fx_cloak_of_death_chest.prefab (loop) - black drifty thin motion like cigarette-smoke prefabs/effects/abilities/wizzard/fx_cloak_of_death_se.prefab (loop) - black drifty thin motion like cigarette-smoke prefabs/effects/abilities/paladin/fx_eternal_devotion_black_root.prefab (loop) - black fire? prefabs/effects/abilities/paladin/fx_eternal_devotion_black_se.prefab (loop) - black fire prefabs/effects/abilities/paladin/fx_eternal_devotion_black_chest.prefab (loop) - black fire Black AOE --------------------- prefabs/effects/abilities/creature/kraken/fx_kraken_corrosive_cloud.prefab (loop) - ring of black smoke, radius at least 10 >>>White ------------ prefabs/effects/hit/fx_wind_impact_large.prefab (60 degree) prefabs/effects/abilities/paladin/fx_eternal_devotion_white_chest.prefab (loop) - white fire? prefabs/effects/abilities/paladin/fx_eternal_devotion_white_se.prefab (loop) - white fire? prefabs/effects/abilities/paladin/fx_eternal_devotion_white_root.prefab (loop) - white fire? prefabs/projectiles/seven_nights_she_waited_projectile.prefab (multihit) - medium woosh of light almost coming up from the ground as it moves prefabs/effects/abilities/paladin/fx_reviving_exhortation.prefab - white light rays up and a small circle around the ground prefabs/effects/abilities/priest/fx_circle_of_protection.prefab - ultima-style bubble Moonwell - pearly puddly ground and shining above it Sap - white flakes on hit, like a bit of fine snow hit them or something Chill Fog - bright thick cloudy hit prefabs/projectiles/monk/whispers_of_the_wind_projectile.prefab prefabs/effects/abilities/monk/fx_whispers_of_the_wind.prefab - airy strike kinda swirl, faintly multicolored prefabs/effects/abilities/monk/fx_flagellants_path.prefab - huge (tall) glowy streaks behind you prefabs/effects/abilities/fighter/fx_charge_start.prefab (scale) prefabs/effects/items/lax02/lax02_fx_ondra_relic_hit_chest.prefab - white center then big ripple standing up, not horizontal prefabs/effects/abilities/creature/shade/fx_shade_invulnerable.prefab (loop) - White Arcane Veil spell-shield looking bubble prefabs/effects/abilities/priest/fx_minor_avatar_med.prefab (loop) - white smoke prefabs/effects/items/lax03/fx_bekarnas_midnight_daydream_hit.prefab - big ripple, white center, smaller strike streaks prefabs/effects/environment/lax02/lax02_0107_ambient.prefab - environment (huge) - white smoke and snow and wind flying diagonally upward prefabs/projectiles/lax02/lax02_fx_white_void_wind_projectile.prefab - wind currents and some purple below it (and purple sparks?) prefabs/effects/environment/lax02/lax02_fx_white_void_wind_cs.prefab - spiraling wind tube comes from top left and passes through location prefabs/effects/environment/lax02/lax02_fx_portal_static.prefab (loop?) - white glowy arch door prefabs/projectiles/seven_nights_she_waited_projectile.prefab - big white ray but it's a multi-hit projectile prefabs/effects/items/lax03/fx_servants_of_the_stars_summon.prefab - white cloudy hit, vertical elipses prefabs/effects/environment/lax03/fx_brazier_archives_yellow.prefab (loop) (or non-loop) - big white glowing ball with yellow smoke at the edge of it, white smoke around it, Root Combo ------------- prefabs/projectiles/creature/fx_frostfire_projectile.prefab Weather the Storm - rainbowish shield Llengrath's safeguard - ranbow circle going inwards when successfully cast prefabs/effects/abilities/wizzard/fx_bulwark_against_elements.prefab - rainbow and white oval shield around you prefabs/effects/abilities/monk/fx_whispers_of_the_wind.prefab - airy strike kinda swirl, faintly multicolored prefabs/effects/fx_cast_crucible_of_the_soul.prefab (loop) - yellow lightning trails and some red and a strong blue orb of light and red streaks prefabs/projectiles/lax02/lax02_fx_white_void_wind_projectile.prefab - white wind and purple webbing underneath with small purple sparks - looks amazing as an FX_Bone_01 onequip that only shows on your character sheet, not in combat prefabs/effects/environment/lax03/fx_godseed_flame.prefab (loop) (or non-loop) - green, pink, and white smoke pillar of soft flames, slightly behind the target point, so put at Root Combo Aoe -------------- Dazzling lights prefabs/effects/items/lax02/lax02_fx_bomb_essence_aoe.prefab (scale) - glowing green ground cracks and blue aurora borealis above, neon green slime spurts a little Combo Items ------------- Sun & Moon mace orange glow to white glow Neither ----------------- prefabs/effects/abilities/creature/eoten/fx_eoten_echoing_scream_aoe.prefab ??? prefabs/effects/abilities/druid/fx_hold_beast_aoe.prefab ??? prefabs/projectiles/items/fx_sniper_bullet_invisible_projectile.prefab - (multihit) useful for multi hit attacks, but can't figure out how it travels and it doesn't seem to keep on going very far prefabs/effects/abilities/creature/skuldrak/fx_skuldrak_wing_buffet_aoe.prefab - aoe sound waves, 180d in code but looks 360d evasive roll end - dust pushing back from you prefabs/effects/hit/fx_hit_dust.prefab (scale) prefabs/effects/abilities/creature/sandworm/fx_sandworm_burrow_dust.prefab prefabs/effects/abilities/barbarian/fx_leap_aoe.prefab - ripple and dust prefabs/effects/items/traps/fx_trap_concussive_blast_aoe.prefab - awesome dust force explosion Gaze of the Adragan - ripply small cone with a little purple or something prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_into_the_void_hit.prefab - blueish inward ripple-ish black-hole thing, pretty big but it's upright, not horizontal prefabs/effects/abilities/creature/lax02/scourge/lax02_fx_oblivions_grasp_aoe.prefab - huge ball sucking everything in, tan-ish color prefabs/effects/abilities/barbarian/fx_leap_start.prefab - double ripple and straight up dirt spurt in the center, AoE size 3-ish, doesn't scale prefabs/effects/items/bombs/fx_bomb_blister_pulse.prefab prefabs/effects/items/bombs/fx_bomb_implosion_pulse.prefab prefabs/effects/items/bombs/fx_bomb_stun_aoe.prefab Cleansing wind - dust clouds prefabs/effects/abilities/creature/lax02/scourge/lax02_fx_violent_collapse_se.prefab (loop) - non-descript dust-smoke, works fine for status effects prefabs/effects/items/weapons/fx_queens_rule_end.prefab & prefabs/effects/items/weapons/fx_queens_rule_start.prefab - dusty wind streaks like Charge, ripple, some purple prefabs/effects/abilities/druid/fx_blizzard_se.prefab - cool wind shield prefabs/effects/abilities/druid/fx_twin_stones_impact.prefab - dust ground circular impact prefabs/effects/hit/fx_wind_impact_large.prefab prefabs/effects/environment/watershapers_guild/fx_watershaper_sphere.prefab (loop) - big orb of waves flowing tightly out from a bottom point prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_burning_soldier_chest.prefab (loop) - heat waves over you, orange light source prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_drowned_martaru_chest.prefab (loop) - heat waves over you, bigger waves, across you like wind prefabs/effects/library/prologue/fx_watcher_between_chest.prefab (loop) - heat waves over you? prefabs/effects/library/prologue/fx_soul_between_chest.prefab (loop) - heat waves flowing from you to the right prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_increasing_radius.prefab - horizontal ripple outward prefabs/effects/destructibles/fx_sigil_of_weakness_destroyed.prefab - big rocks plopping out Weird ---------- Wall of Draining - Orby ripple prefabs/effects/abilities/creature/engwithan_hierarch/fx_spellbane_se.prefab - Green Spell Shield w/ Lightning (loop) prefabs/projectiles/soul_jump_projectile.prefab prefabs/projectiles/wizard/fx_ninagauths_killing_bolt_projectile.prefab prefabs/effects/abilities/wizzard/fx_arcane_clense_aoe.prefab - ripple and orange nova. Huge when on wpn:impact,ground prefabs/effects/abilities/priest/fx_symbol_of_skaen_pulse.prefab - small red tribal spikes on the edge of the AoE Equipment & Skins Etc ---------------------- Shadowing Beyond - translucent whitish, aside from vfx it uses material replacement 47a028fa-6dfb-49ae-b2d2-c605d5cff3cd (all roguelike ones do this) prefabs/effects/library/prologue/fx_soul_between_mesh.prefab prefabs/effects/library/prologue/fx_watcher_between_mesh.prefab Stone joint - material replacement bd7c71f8-0279-4c81-ba1b-1df90a18085a solitary fate - material replacement d41a2e34-ae3b-4208-b40c-f42abe5c3b02 MaterialReplacementArkemyrs - art/character/textures/effects/ghostly/m_effect_arkemyrs_v01.mat - 857e7a56-7ae6-4d07-9792-9bf3c1bb401b MaterialReplacementAsh - acaa7800-726f-4995-b743-bbb849276c39 MaterialReplacementAvatar - 99cb76db-2eb4-4856-b7dd-df8a9a002cd1 MaterialReplacementBerath - bb525f8c-43f5-4f9c-aa59-22083bbe7cca - sparkly grey MaterialReplacementCelestial - 170b7175-9e12-43d4-b451-acf28044925d MaterialReplacementDark - 8df4545f-b848-488f-8823-87257b636297 MaterialReplacementDarkness - 57b75701-4f28-4fc0-aaa7-82b05c6d69c2 MaterialReplacementDarkness_02 - fcecd4af-c555-4ce6-80f2-2ad91b893a53 MaterialReplacementEothas - abef037b-f99c-40e9-8886-1999e55c863a MaterialReplacementFire - bb757746-d14e-4eeb-adaf-02619fa32b63 MaterialReplacementGhost - f0e55a4c-b18a-4d1d-9d52-78ca0de0831c MaterialReplacementGold - 9f81ee2f-4ba1-4856-a919-418d5e7a38bd MaterialReplacementIce - d41a2e34-ae3b-4208-b40c-f42abe5c3b02 MaterialReplacementInvisible - 47a028fa-6dfb-49ae-b2d2-c605d5cff3cd MaterialReplacementIron - 94ba3150-fe9d-4eaf-9554-6d4f656d1598 MaterialReplacementMagran - 38f8f078-b4fc-4bc5-abf7-7d0fe74ab844 MaterialReplacementPetrified - bd7c71f8-0279-4c81-ba1b-1df90a18085a MaterialReplacementSkaen - MaterialReplacementStealth MaterialReplacementTemporalFreeze - 0bb22ee4-92f6-4def-8744-8c7988478d79 MaterialReplacementTentacle_01 - 18cde2f2-cb2d-4acc-b080-8d95d881a6dc MaterialReplacementWael - 67ce2eba-4e05-48ed-b1fe-75d878a53dea MaterialReplacementWatcher - f304c7a0-933f-41d7-8b69-7337906b99ec MaterialReplacementWater - c72ab39d-4e67-4c5c-83b8-550f61db098f MaterialReplacementWater_Tentacle - 8d4e4403-1e92-4b46-bf8c-788e379ed615 MaterialReplacementWood - c03250ad-d49b-414b-8095-2be87a806ba9 More Gun Effects ----------------- prefabs/projectiles/creature/fx_lagufaeth_paralyze_projectile.prefab - big bullet with smoke trail Sparks flying out - prefabs/effects/items/weapons/fx_action_flash_launch_01.prefab prefabs/effects/abilities/barbarian/fx_hurl_weapon_hit.prefab prefabs/effects/items/weapons/fx_arquebus_smoke_linger.prefab Weapon Objects ------------ prefabs/effects/abilities/barbarian/fx_hurl_weapon_wpn.prefab (loop prefabs/effects/abilities/barbarian/fx_hurl_weapon_hit.prefab) prefabs/projectiles/barbarian/fx_hurl_weapon_projectile.prefab prefabs/projectiles/priest/fx_spiritual_weapon_magran_pistol_projectile.prefab prefabs/projectiles/items/fx_arcane_pistol_projectile.prefab prefabs/projectiles/barbarian/fx_hurl_weapon_projectile.prefab prefabs/projectiles/items/fx_projectile_rod.prefab prefabs/projectiles/bowarrow.prefab prefabs/projectiles/bowarrow_large_trigger.prefab prefabs/projectiles/items/fx_purging_volley_projectile.prefab prefabs/projectiles/items/fx_trap_poison_dart_projectile.prefab prefabs/projectiles/rogue/fx_smoke_grenade_projectile.prefab prefabs/projectiles/items/fx_bomb_grenade_projectile.prefab prefabs/projectiles/items/fx_bomb_frost_projectile.prefab prefabs/projectiles/items/fx_bomb_lightning_projectile.prefab prefabs/projectiles/items/fx_bomb_implosion_projectile.prefab prefabs/projectiles/items/fx_bomb_noisemaker_projectile.prefab prefabs/projectiles/px1/px1_cannonball_projectile.prefab prefabs/projectiles/creature/ogre_cannonball_projectile.prefab prefabs/projectiles/hasongo_cutscene_cannon_projectile.prefab prefabs/projectiles/items/fx_bomb_blister_projectile.prefab prefabs/projectiles/items/fx_sniper_bullet_invisible_projectile.prefab (see above) prefabs/projectiles/gunbulletspread.prefab prefabs/projectiles/items/fx_conductive_shot_projectile.prefab prefabs/projectiles/items/fx_blunderbuss_serafen_handmortar_projectile.prefab prefabs/projectiles/stags_horn_p.prefab prefabs/projectiles/items/fx_windsong_crit_projectile.prefab prefabs/projectiles/creature/ogre_throw_jug_projectile.prefab Cool AoE ------------- Jump Starting Effect - like Crix ult, prefabs/effects/abilities/barbarian/fx_leap_start.prefab Ground ---------------- prefabs/effects/abilities/creature/sandworm/fx_sandgrub_binding_burst.prefab (145 cone) prefabs/effects/abilities/druid/fx_great_maelstrom.prefab prefabs/effects/abilities/paladin/fx_sacred_immolation_aoe.prefab prefabs/effects/abilities/priest/fx_consecrated_ground_pulse.prefab prefabs/effects/abilities/priest/fx_consecrated_ground_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_berath_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_eothas_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_magran_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_skaen_pulse.prefab prefabs/effects/abilities/priest/fx_symbol_of_wael_loop.prefab prefabs/effects/abilities/priest/fx_revenge_of_skaen.prefab Blood -------------- prefabs/effects/hit/blood/fx_blood_kith_pierce_01.prefab prefabs/effects/hit/blood/fx_blood_kith_slash_01.prefab - huge blood hit and chunks of flesh and bone fall to ground prefabs/effects/hit/gibs/fx_gib_kith_blood.prefab prefabs/effects/hit/gibs/fx_gib_gray_blood.prefab ????? Items ----------------- prefabs/effects/items/weapons/fx_animancers_sabre_blade.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_gaun_lantern.prefab prefabs/effects/abilities/priest/fx_lantern_flame_flare_up_gaun.prefab prefabs/effects/abilities/chanter/fx_animated_great_sword_summon.prefab prefabs/effects/abilities/creature/rathun/fx_rathun_sceptre.prefab prefabs/effects/items/weapons/fx_engoliero_me_espir_wpn.prefab prefabs/effects/items/weapons/fx_sun_and_moon.prefab prefabs/effects/items/weapons/fx_acolytes_frostbite_wpn.prefab prefabs/effects/items/weapons/fx_essence_interrupter_wpn01.prefab prefabs/effects/items/weapons/fx_magistrates_cudgel.prefab prefabs/effects/items/weapons/fx_thundercrack_wpn.prefab prefabs/effects/items/weapons/fx_grave_calling.prefab prefabs/effects/items/weapons/fx_blackbow_wpn.prefab prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_sword_wpn.prefab prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_morningstar_wpn.prefab prefabs/effects/abilities/druid/fx_great_sword_firebrand.prefab prefabs/effects/abilities/wizzard/fx_citzals_spirit_lance_weapon.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_berath.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_eothas.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_magran_sword.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_skaen_club.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_skaen_stiletto.prefab prefabs/effects/abilities/wizzard/fx_concelhauts_parasitic_staff_wpn.prefab prefabs/effects/abilities/wizzard/fx_llengraths_warding_staff_wpn.prefab prefabs/effects/items/weapons/fx_hel_beckoning.prefab prefabs/effects/items/weapons/fx_watcher_sword_wpn.prefab prefabs/effects/items/weapons/fx_torchflame_wpn_green_unique.prefab prefabs/effects/items/weapons/fx_torchflame_wpn.prefab prefabs/effects/items/weapons/fx_frostseeker_wpn.prefab ????? Armor ------------- prefabs/effects/items/weapons/fx_shining_bulwark.prefab (shiny?) prefabs/effects/items/weapons/fx_lethandrias_devotion.prefab ???? Aoe ----------- prefabs/effects/items/weapons/fx_corona_of_the_soul_aoe.prefab prefabs/effects/fx_spell_aoe10m_e.prefab (rite of ancient legends, scroll) prefabs/effects/items/weapons/fx_spinning_assault.prefab (not really aoe) ??? Hit ------------- prefabs/effects/abilities/chanter/fx_their_champion_braved_the.prefab prefabs/effects/abilities/wizzard/fx_minor_grimoire_imprint_hit.prefab
  4. Yesterday
  5. Yes, the buggy staying still after dismounting does solve the problem, but it does make it feel… less alive. Regardless I think “still” will be a perfect answer for a lot of players. It matches up with what horses doing a lot of games. It seems like a fair portion of players like that it has some autonomy of movement… they just wanted to be less like an attention starved cat.
  6. Oh...*whew* I haven't completely lost it then!
  7. Additional building pieces would be awesome. For example; rounded stem foundations, small rounded floors, small triangle floors, railings for large rounded pieces, etc..
  8. I, myself have had this same issue. I also deleted all of my previous saves trying to free up space, so I don't have any back up saves to try and reload a previous one. I think I may have try purchasing it about 5 different times. I was trying to build a sturdy base before the big update comes out.
  9. Please consider adding a building menu similar to Grounded 1 instead of limiting the user to only the radial building menu.
  10. A number of snails are stuck in bricks and rocks or other elements on the map preventing them from being killed. Milkweed commonly spawns at/under ground level instead of up high on the plant. When you smack it once it breaks and falls through the world or into part of it that is inaccessible. It has also fallen and landed on the 'dead' leaves which you cannot stand on to farm due to them being slippery and tossing the player.
  11. It's a recipe you unlocked. You need to craft them.
  12. Watching the Euros suck up around the table is funny
  13. Hop off mount, mount stays still until called. This solves the problem. Essentially this is now RDR-G2 so they should really examine how horses work there and just copy paste it. No need to reinvent the wheel when theres a great template just sitting there.
  14. The game does have a lot of great things going on for it but I do agree with many of your critiques. Some parts of the UI are nice others are major downgrades. I like the changes made to the mutation menu by putting them into categories. But the UI of the food/water/life/stamina is all much worse, along with the radar system for tracking nearby items. The first game did those just fine, no need to mess with what works. The menu at the shop for the omni-tool looks messy, the right side looks good but the left side doesnt mirror it and the busting isnt in a line, just mirror the right side to the left. I also hate the omni tool, there was a note within the game where they said it felt like the soul had been sucked out by the corporation. That's how i feel about the omni-tool. Sure its great QoL for never needing to think about resources but it also makes you never care about what type they are. You stop even caring if something is 'busting' or 'smashing' or 'digging' they all blur together into 'harvestable' and 'not harvestable' and once your tool maxes you wont even think about that anymore. It really oversimplifies the game and removes some of the really cool elements. The items you made with your hands made the survival feel real and immersive. Throwing that away for some shiny tool feels really lame and boring. It doesn't even change its appearance as you improve it, instead there is one way to alter its look offered at 2 different locations, as if its just some costume you're putting on. There's an easy solution: blunt weapons bust, slashing weapons cut, and stabbing digs. Give the power back to the items and make switching them actually matter again. Charged attacks and blocking are tedious. It's one of those concepts that feels fun for a bit then after a long while it feels like a burden. It's only been about 100 hours for me so far and I'm already starting to roll my eyes when I see an enemy begin to block. Same with the snail hiding in his shell. I can 2 shot the big ones, but you still end up standing there waiting for 5-10 seconds to do it. Given how necessary they are for bandages they are something the player will always be spending time to farm. It should be fun to farm not feel like a burden. Which reminds me of how useless bandages feel now. The old ones gave us back 75 life and continued to work if we took damage. The new ones only give back at most 50 (33% less) and stop working entirely if you take even a tickle from a mite. Even the blue ones only heal 70 and cost a lot more time and effort to make. If you're going to farm berries it might as well be the purple ones and the snails. So that's what everyone will be doing. Instead of building sap catcher farms and ways to farm fiber. Assuming the pattern continues we will also have T4 and T5 bandages. Shifting the farm to whatever those cost to produce. The world created seems really cool and I'd love to spend hundreds to thousands of hours exploring. But I do also have concerns that the changes to the design of the game will limit my ability to fully enjoy this wonderful space.
  15. Even if you don't run APs, APs are often _awesome_ for getting material for games. I've used several scenarios over and over again.
  16. Man, you guys just made me check if Malcolm McDowell died, but no, Hurlshot can't keep Admiral Tolywn and Chancellor Valorum apart.
  17. I am only able to recruit one red worker ant when I use the recruit feature on my red soldier ant buggy. Even if I use it next to two red worker ants, only one will be recruited, and I am not able to recruit another one when I press the recruit button next to a second ant I want to recruit. I remember it saying that you could recruit two workers in one of the trailers and a couple of interviews, and Jade mentioned that he can only tame one worker in his red ant buggy video. Anyone else have this issue?
  18. Little bit of Dune Awakening but probably done with it. Franchise hockey manager 12 or whatever they are on now, this is definitely my relaxing game, not stressful at all. Then I have been fumbling my way through Victoria 3, 100 more hours and I should understand the basics.
  19. Just prepwork so the national guard can "oversee" the midterm elections in large, mostly Democratic centers next year.
  20. He wasn't in it Malcolm McDowell was in the games, Warner was in that movie screwed up by Chris Roberts
  21. Them listening to the community for NG+ was why I made this post in the first place to see if i was alone or not with this want. Honestly I figure they've seen it already since it was moderator approved but any suggestions for ease of adding would be awesome to add to make the idea easier on them. Another option if obsidian didn't want to implement it themselves would be to open it up for mods but I don't Honestly think xbox will get mods for it any time soon. I haven't checked the roadmap in awhile but I feel like they will support it past the current roadmap. The lack of mod support insinuates that IMO.
  22. Same. But I'm also having the issue with Brittle Whetstone and Brittle Plating.
  23. That makes sense... maybe they can use a different whistle for stay and follow.... not sure how to do that..
  24. I saw Wing Commander in theaters and I wouldn't have known that Stamp was even in it until it was mentioned here. I think I memory holed that entire film.
  25. I love the Omni-tool as an idea, but it's been tripping me up at a few instances. Trying to pick up an item, or worse yet an ally only for the Omni tool to get very interested in the nearby blade of grass just feels bad. There's other situations were it feels a bit yanky and awkward to use, but I feel that's probably the worst thing to happen. Is there any chance to get it as a single activatable item functioning more as the tools from game 1? I realize this is not going to be something everyone would want, so maybe have it as an option.
  26. I wish the hotbar worked more like in Grounded 1. In particular my sticking points are that in the inventory screen you have to grab and drag an item before the toolbar shows up, while the space it appears in is already just empty space. I think it would be better to just always have it visible. If there's a toggle for that I've certainly missed it. I also very much miss having multiple toolbars that I could scroll through. I liked using a little bit of every weapon type and mix it up like that, but in the event a player doesn't feel like using every single weapon ever at all times there's also the far more reasonable example of having one bar set up for melee and one bar set up for ranged.
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