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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. Windows 7 is super unsecure, I'm pretty sure this is the way it's supposed to be
  2. Needlessly wrestled with this status for maybe 7 hours for a pretty simple ability, becoming immune to the next damage type received for 25s. Worst StatusEffect alert! I hate it more than OnSuccessfulInterrupt which just doesn't work and prevents an entire set of bonuses.
  3. Here's a guide that worked in the Pathfinder Kingmaker game: I've been running across a few questions on how to modify sound files, so I decided to post a little tutorial here. First of all, download and extract this file: http://www.filedropper.com/soundbankeditor_1 Now go to :\Steam\steamapps\common\Pathfinder Kingmaker\Kingmaker_Data\StreamingAssets\Audio\GeneratedSoundBanks\Windows and find the appropriate soundbank (.bnk extension) you want to replace sound files from, an example is: PC_Male_Pragmatic_GVR_ENG.bnk Which is conveniently and obviously the soundbank for all the Pragmatic voicelines of male characters. Other sound files may be a bit more arcane, however, and you'll need to do some Ctrl+F sleuthing in the SoundbanksInfo.xml (from the same folder) to figure out in which .bnk the sound files you want reside. For example: main.bnk is where mastodon footstep sounds reside (instead of the more intuitive CRE_Mastodon.bnk). You discover this by Ctrl+F "blackdragon" and vetting it for footstep foleys, because apparently mastodons use black dragon footsteps. Now that you've found the .bnk file you want to modify, extract its audio data files (.wem extension) by using the python script you downloaded in the "Soundbank Editor" folder. (E.g. drag and drop PC_Male_Pragmatic_GVR_ENG.bnk on to soundbank.py) Type "extract" into the CMD window that pops up. Now you'll have extracted all the .wem files (each an individual audio file) from the .bnk, and will have populated the folder with them. Next, if you want to be able to play these .wem files and know what they sound like in-game, move all the .wem files you've just extracted into the "Divinity Sound Converter" folder. Run the Divinity Converter.exe and it will convert all the .wem files into .ogg files and place them into the NUMBERED folder. You can actually play these .ogg files with VLC media player, so now you can finally listen to what each of these files sounds like and thence make your own recordings to replace them with. These recordings need to be in the .wav format. (Further information about these sounds can be found in the SoundbanksInfo.xml by searching for their ids.) Remember to rename the .wav files you create with the ids of the .wem files you're trying to replace them with. For example if you're trying to replace 1072716689.wem with your own sound file, name your sound file 1072716689.wav. After you're done recording the sound files you want to replace the originals with, you'll need to to convert them to the .wem format. Download Wwise from https://www.audiokinetic.com/download/ and run the launcher. Create an account and log in. The functionality you need from Wwise is free. Click on the Wwise tab in the launcher and install the latest version of Wwise. Run it when installation is complete. Create a new project (name it Converter). Then, click on "Project" in the top left and in the dropdown select "Import Audio Files". Here, import all the .wav files that you have created. Once you've imported all the pertinent files, go to "Project" again and select "Convert All Audio Files". Go to C:\Users\user\Documents\WwiseProjects\Converter\.cache\Windows\SFX and you will find that all of your .wav files have been converted into .wem files. Take all of these files and bring them back into the "Sound Editor" folder from step 2. (Remember to clean up this folder first and delete everything but the soundbank.py to make things a bit easier.) Make sure all your replacement .wem files are named exactly the same as the original .wem files they're supposed to replace. Then highlight these files and the original soundbank file you want to modify (e.g. 66996788.wem, 91059350.wem and PC_Male_Pragmatic_GVR_ENG.bnk) and drag them simultaneously on to the soundbank.py. Type "replace" into the CMD window that pops up. A modified .bnk file named "changed.bnk" will appear in the same folder. Rename it to whatever soundbank you were trying to replace (e.g. PC_Male_Pragmatic_GVR_ENG.bnk) and drop it into the generated soundbanks folder in step 1. You're done. And as always, remember to make backups.
  4. Dealing with graphics always sucks. Maybe it's the form variation ID? FormVariationID": "c8f13b2b-6d49-47ea-94a7-cdb2ce5ac5e5 and you replaced the temp weapon IDs with: DebugName": "Great_Sword 3530e7a2-ec4f-4d5f-a436-53e26ed3e075 ?
  5. I thought the weapon stays with you when you transform just your hero? Maybe not because when you go invis, the sword gets translucent too. You're not removing their weapon with a status, it's just turning invisible, right? Maybe you have to make the hands a different prefab texture?
  6. Here is my running list of VFX descriptions: Some of these are in the lax1/2/3 gamedatabundles as you see in their file structure including /lax02/ etc. I have looked through the vfx.unity3d data for prefabs that don't appear in the gamedatabundles. The following categories have been searched: prefabs/effects/abilities/priest/ - some unused vfx were found prefabs/effects/abilities/paladin/ prefabs/effects/ prefabs/effects/environment/weather/ prefabs/effects/environment/ukaizo/ prefabs/effects/abilities/fx_* prefabs/effects/environment/lax02/ (expansion lax2_vfx.unity3d) prefabs/effects/environment/lax03/ (NOT in the expansion file, in the original vfx.unity3d file) all lax03 content in the original vfx.unity3d file Definitely need to search vfx.unity3d for: prefabs/effects/environment/ prefabs/effects/creatures/ prefabs/effects/destructibles/ prefabs/effects/abilities/boss/ aura bubble around Scavenger of Visions, in the Forgotten Sanctum, Hall of Reconfiguration, Alcove of Incision, like circle of protection but different aura bubble around spider or vithrack in the upper level of the Forgotten Sanctum, Vithrack commune, I believe Sissak's nest, might've been just an ability Cool Hits -------------- Purple ----------- Everything Rogue or Blind 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_rhand.prefab - 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 Citzal's Martial Power - body turns translucent and sparkly purple dust trails you 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 (lax3_SE) wafty ripples and very slightly purple - prefabs/effects/abilities/creature/lax03/fx_dreambeast_shimmerstep.prefab prefabs/effects/abilities/cipher/fx_soul_shock_aoe.prefab - purple portal-looking ellipse Hastening Exhortation cast is a pretty light-purple + orange little ball that streaks with motion. Looks really cool when used as a hit (circles drifting past the hit) Hastening Exhortation hit is a streak of the same 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 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 --------- Blessing (Holy yellow prefabs/projectiles/creature/fx_spore_cloud_projectile.prefab prefabs/projectiles/creature/fx_corrosive_strike_projectile.prefab prefabs/projectiles/creature/fx_corrosive_splash_projectile.prefab prefabs/projectiles/paladin/fx_wrath_of_five_suns_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 gentle sparkle - prefabs/effects/abilities/wizzard/fx_familiar_sparkle.prefab (loop) 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/abilities/creature/sand_blight/fx_sandblight_scirocco_aoe.prefab prefabs/effects/destructibles/fx_sigil_of_pain_attack.prefab - yellow-orange fire nova Blue --------- 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/cast/fx_cast_cipher_generic_head.prefab (loop) = blue dots floating out 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 Blue Aura Shield - prefabs/effects/abilities/wizzard/fx_spirit_shield_se.prefab 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 Motion - healing-like circles rising from your body and blue laser effects upward, blue background too 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 - 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 ----------- Swirly clouds with a few streaks - prefabs/effects/abilities/barbarian/fx_spirit_tornado.prefab (doesn't loop) 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 --------- 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 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 also paired with prefabs/effects/abilities/wizzard/fx_mauras_writhing_tentacles_mesh.prefab 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 ---------- Death ring - black ground and greeny smoke around the green ring Woodskin - 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/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 prefabs/projectiles/paladin/fx_wrath_of_five_suns_projectile.prefab 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 prefabs/effects/abilities/wizzard/fx_concelhauts_draining_touch_hand.prefab prefabs/effects/abilities/wizzard/fx_concelhauts_draining_touch_arm.prefab Huge explosion + concussion wave prefabs/effects/environment/hasongo/fx_cannon_impact_hit.prefab prefabs/effects/destructibles/fx_gunpowder_barrel_explode.prefab prefabs/effects/abilities/priest/fx_triumph_crusaders_heal.prefab - hexagonal orange cloud with white insides, fades 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/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/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 Red AOE -------- 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 - 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/creature/ukaizo_guardian/fx_fiery_vortex_start.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/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 thing 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 bit 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/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 Black Items -------------- prefabs/effects/abilities/wizzard/fx_cloak_of_death_chest.prefab (loop) prefabs/effects/abilities/wizzard/fx_cloak_of_death_se.prefab (loop) Black AOE --------------------- prefabs/effects/abilities/creature/kraken/fx_kraken_corrosive_cloud.prefab (loop) - ring of black smoke, radius at least 10 White ------------ 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 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 ----------------- 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 Green Spell Shield w/ Lightning - prefabs/effects/abilities/creature/engwithan_hierarch/fx_spellbane_se.prefab 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 More Gun Effects ----------------- 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 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/creature/fx_engwithan_hierarch_rod_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 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 Cool AoE ------------- Jump Starting Effect - like Crix ult, prefabs/effects/abilities/barbarian/fx_leap_start.prefab Ground ---------------- 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 prefabs/effects/hit/gibs/fx_gib_gray_blood.prefab
  7. Definitely Now I think I'm wrong about this, because what you do would make it a 1 in 1,000,000 chance some string interferes. Displaying the range in the manifest or somewhere would be good though in case a conflict does happen. I'm just used to choosing a block of numbers for my strings and then logging which ones are for what, because string errors are the worst problems I've had aside from visual effects not working. I also think I'm wrong about this slightly, because now I think what happened was my Apotheosis program crashed (because I use Arch Linux) so that's what created the null field as I didn't define it or it didn't have a chance to save it. Knowing how to go in and add your own debug to the data probably isn't too hard for modders but the casuals will be downtrodden if it happens to them. Also just a slight suggestion that if I could scroll down the menu of available StatusEffects faster that would make it faster for me to use Apotheosis than do it myself. It's still distastefully jarring to have to go to the different sections in Apotheosis rather than do all the code in one gamedatabundle sequentially, because I'm so used to it that way. I can't imagine new users will have this problem at all though as it's purely because I'm used to setting up my process according to how I think.
  8. I would do printinstance oei_hovered over some juicy chests or stashes as I played my last game. Just updated the list by the way as I moved from map to map via the loadlevel command followed by the AR_LEVELNAME which is findable via the Deadfire wiki
  9. Has anyone logged the guids of treasure chests and stashes? I started keeping a list but didn't get far, and it would be incredibly helpful for placing items around the world: Stealing Chests ------------------ Port Maje - Clario's Estate - Clario's Office - 8df4460a-8fbc-4cbd-a2a5-8ae56266b4df Port Maje - Clario's Estate - Bedroom - 8df4460a-cc67-40e3-89f8-d9d4a01fedcb 7 - Hohina Ravine - box near Laguafeth broodmother - b9c3bf6a-d635-4a6f-958b-d4c2316b187f Stashes ---------------- Port Maje - near cannon - 2c8238c9-d1a4-4402-8d06-aff7d6b9c2d5 Port Maje - Gorecci Street - Well Bucket - d242ca67-6af6-4a6f-a2fd-fe05b12eda0f Neketaka - Wild Mare - 2nd Floor in between cushions - 7e965364-b7bf-4395-98af-fbe7b589328c Neketaka Gullet - Old City Ruins - left-most stash mid-NW - 51e93e84-1645-425b-a3d6-58541bfb0906 Temple of Tangaloa Ruins - Brick in the Wall after cannibal party - 2744a226-037c-4364-9acc-fcbc1b138d43 Underwater Laboratory - stash near wall - f66138f7-057a-43d2-85cf-6d655755ff1b Underwater Laboratory - stash near broken machine after locked wall - f66138f7-b9bd-402d-a6f6-8902f8bd9a73 Crookspur - Crookspur Dungeons - prison stash - afd9622f-c2f0-4188-b493-336ce44603d3 Crookspur - Crookspur Dungeons - spiderweb stash in the back entrance after the water cave - 945ab264-754f-4b9e-a203-59a7cee2fcca Beast of Winter - north stash in map just after final dragon - 292d261b-17e9-4ccc-9cfc-f79b7ccb4586 Locked Chest Locations ------------------- First Island - Sea Cave - Trapped Chest - 05b7a207-9b3c-4a9f-b48f-710ffcbf8589 First Island - Engwithan Digsite - Arena Sub-level - bafc61c2-2568-4954-ba5b-7dcb6a11e286 First Island - Governor Clario's Estate - bedroom chest - 8df4460a-cc67-40e3-89f8-d9d4a01fedcb First Island - Governor Clario's Estate - meeting room - 8df4460a-8fbc-4cbd-a2a5-8ae56266b4df Underwater Laboratory - locked chest near enemies - f66138f7-8997-42b1-9915-89ccfb135850 Beast of Winter - locked chest in first floor of Temple of Decline - 32b2c5f6-7657-4f16-8300-dcd0318bd731 Beast of Winter - Outcrop on High - locked chest at shrine at the beginning w/ unique hoofs - fb2409df-598d-4bef-be50-1163c144153f Beast of Winter - Outcrop on High - locked heavily trapped chest in middle of big group - fb2409df-ef0d-4ec7-bb3c-f00777f41b3c Crookspur - Crookspur Dungeons - Last chest before stairs out to lower exit floor of dungeon - afd9622f-ba98-429c-9907-874704b1163d Crookspur - Crookspur Dungeons - Hallway chest - afd9622f-d614-47cc-8c67-527596fcb48e Drowned Burrows - temple sanctum main chest (3 other uniques here) - fbd955dd-d172-4919-97fb-473d3ed6aad8 Forgotten Sanctum - locked chest in upper level next to the chest with soulbound robe - 1d1fd49e-4ab2-4bab-921b-7dcdf51b69cc Forgotten Sanctum - Quarantined Section - Chest with the soulbound Weyc's Wand - 5b186eed-2440-43b1-8fe0-4fcebb768d02 Achievement Chest Locations ------------------ First Island - Excavation Ruins - Arena Sub-level - Trial of Fire - bafc61c2-b3fc-448b-a91b-64eb590e6432 Fort Deadlight - Secret Dock - opened crate near a bunch of baddies - 8a2e7810-d534-4433-87a6-f491611d6d34 Beast of Winter - scripted chest up the stairs from the imp with the gem - f4718c88-64ad-40b3-bd8a-c4ba60815fc9 12 - Bounty - Katrenn the mage - Bounty_NPC_Katrenn - 830616c2-deb7-403d-a7cf-52cf2dc4d9fd 13 - Bounty - CHA_CRE_Rathun_Fanatic_Bounty - 8ceca18b-7c08-475e-b227-d00c596099ca 13 - Bounty - CHA_RE_Huana_Captain_Burunga - f279525b-a8bf-4eb2-9720-d64b7e1af26e 14 - Bounty - Torkar the giant - CHA_CRE_Ogre_Cutthroat_Torkar - 61873dd8-d0ed-46f2-85ae-6ff7b5a2c7d3 14 - Bounty - Rock Stompin' Rodul - CHA_RE_VTC_Captain_Rodul - 0123b517-2348-4374-a0a8-fdfd8c3e285a 16 - Bounty - Steel Preacher - CHA_CRE_Construct_Steelclad_Bounty - f06d6e5d-44ff-43b1-b779-728cba13903a 17 - Bounty - Uamoru the Pretender - CHA_Bounty_Wildrhymer - a2f5ec3c-9e87-4dcf-b1b6-3955868ed90e Splintered Reef - vampire boss fight - left sarcophagus - 2979fe0c-4476-4fac-aa1f-b9cd3bf63194 Splintered Reef - vampire boss fight - right sarcophagus - 2979fe0c-8c0d-48e3-bcfa-8875d06cab43 Beast of Winter - The White Void - rock stash just after killing lich dragon - 292d261b-006e-4209-9b72-956d21034bc9 Delver's Row - Rust the assassin - NPC_SD_Legendary_Assassin - 979e8759-b98a-4dba-abcc-1aaf5fc92ae8 CRE_Fampyr_Menzzago{ENHP} - vampire boss body - 2979fe0c-0945-44a0-b999-3ded814ac91a 17 - Fampyr's Cave - chest after vampire fight next to unique cloak lootbox - c1519a6a-d6d4-4c06-8987-fb2285b5d68d Bakarna Observatory - Concelhaut's table - 8ec7fb9a-7822-46d4-b9a6-1fdfcf9610a0 CRE_Lich_Concelhaut[ENHP} - concelhaut's body - 8ec7fb9a-ccc3-48ba-aeb9-45402d132002 Flooded Cave - cabinet with blackwood log - f86caa5d-0b05-43dc-9d76-bd04dde675be Flooded Cave - cute little box that is a risky sneak - f86caa5d-e746-4b10-b43f-248d56f7a3f8 Forgotten Sanctum - last boss body - LAX03_CHA_CRE_Oracle_Of_Wael 2d55387f-2e0a-4516-b535-cbb390324556 Unlocked Chest Locations ---------------------- First Island - Balcony chest after swimming through cave - c0d8cf7b-f676-49f3-9177-21f665c0447b First Island - Engwithan Digsite - Ruin Interior - Upstairs level - 1a8a4484-55e3-4e9e-81ae-415bf6fede50 First Island - Engwithan Digsite - Foreman's Quarters - 1a8a4484-330f-4b30-8671-189c07471e06 Neketaka Gullet - Old City (3rd last level) - chest NE - 24b7d3d3-c70b-455f-84f1-4b2346bef820 Temple of Tangaloa Ruins - Chest near cannibal party - 2744a226-a2a8-47af-95b1-d1916e42dd2c Temple of Tangaloa Ruins - Chest after cannibal party - 2744a226-2cb6-48b7-9cb8-bb78ad1e6bae Crookspur - Crookspur Dungeons - near ladder to Auction Courtyard - afd9622f-314f-4567-a81e-4e9b3a4e2a75 Drowned Burrows - 2nd level chest before Nemnok - 1e8d0ae8-241d-40e8-9343-e8d7b1ae9ac4 Splintered Reef - Crypt Interior - Unlocked Sarcophagus after killing the guy with unique Blackened Plate and Blackened Helm - 650f587f-830f-426f-80b8-96bf29529b2f Forgotten Sanctum - Sissak's Nest - Chest after killing Sissak - b84443be-c732-4f66-8a64-4e11603fd875 Forgotten Sanctum - Sissak's Nest - Bookshelf after killing Sissak - b84443be-531e-4f46-8cc3-cbfe210f20f7 Forgotten Sanctum - Restricted Area - Notnok the imp boss cave book stash - d32a4a6f-5e49-4ee2-9fbf-1797058b302c
  10. Seems important to be able to determine which stringtable ranges are newly assigned I was able to create a null ItemMod debugname somehow. Thought I typed in the name but regardless, having no debugname was apparently allowed in the editor but once I tried to reopen the editor and load my mod, it rejected it for the empty debugname. All the error checks on loading mods are very impressive!
  11. Where is the short list of features? I'm confused if it can add new recipes, items, etc. and couldn't easily find a way to do it on the program. Now that I read the Usage document I'm guessing I can right click on the top row of the items.gamedatabundle file to add something. Something you may want to keep in mind is that non-coders aren't used to the github presentation style, so I had to remember to look in the Gitlab page's docs folder for the instructions, which are usually in the readme or included with the executable archive (I'm using Linux btw). Normally I think what would be the folders in the Gitlab page is just files of programming code. The average person, I believe, would just look at the links in the readme file and then be confused if something's not shown in the video, such as how to make new recipes. Also it would be killer to have something like a "creation guide" that helps you create an item or ability step-by-step, tracking the links between objects and files in the Item->ItemMod->Ability->Attack->StatusEffect you create. That problem, along with Visual Effects compatibility, and Enchantment Recipes are what cost the most time for me and are so confusing/frustrating for beginners. Pillars 2 is going to be awesome in the next few years!
  12. i apologize for the lazy answer but if I remember correctly, the abilities are often weapon-attack-abilities which are sort of hybrid "abilities"+"attacks" and so because cleaving/mob stance uses full attack via "Status Effect" it forces attacks from both weapons regardless of range.
  13. What the actual ****. This is so amazing. I always thought someone would make this, so I'm not sure why I'm so surprised it was Noqn. So jealous you're able to do such transformational work! Just thinking about the conversation editor is so inspirational. Maybe one day we'll have a perfect writing mod that makes this the perfect game? There's so many intriguing questions and moral dilemmas that could be better enunciated in the game.
  14. Thanks for doing this. I'll be interested to see what you did with the ending, which I liked but definitely felt rushed on the 1st playthrough. Isn't it hard editing all those text strings? How do you keep track of them? You can't add new strings with skill/attribute checks, can you? I'd be worried it breaks linkages to the game but maybe it can be done? One of the rare things I enjoy about Pillars 2 is how it's about the struggle of the old gods versus the new. The quarreling petty pantheon is revolutionized by the humble gracious savior of the people. It seems to me to contain a direct analogy of Greco-Roman religion vs Christianity, and polytheism vs monotheism, with slightly different dynamics of punishment+order vs forgiveness+chaos. What do you think about the ending and what do you want to emphasize more? What messages do you want people to take away from it?
  15. So far we don't know how but we haven't tried hard enough. Check out the other big threads on this topic for more info on how frustrating this is.
  16. Since invisibility is just a status effect, can't you check the conditionals and triggers of those abilities? That's where I'd look first but I assume you already did if you succeeded with consumables.
  17. It's always great to get new unique items. This game desperately needs it imho
  18. I'd rather see new content to perfect the gameplay, but it's great to see people modding the vendors a lot more
  19. I implemented two types of spells similar to your concept of channeling. Inquisition in my priest mod lasts 10 seconds and disables you for the duration. I also have a Charging thread here recently where boots activate a modal that is canceled when another ability is used. It's not exactly what you want but the Charging effect could be reworked to do exactwhat you want.
  20. Barbarian still needs work. Are we bad enough dudes to save this class from the jaws of banality? Below are my ideas for future Barb abilities. Do you guys have any thoughts/ideas/memes? 2 - Reckless Abandon - +15 Accuracy, -10 All Defenses until 30s or you hit enemies 5 times, whichever is shorter 4 - Slam - Slam the ground for damage to nearby enemies, knocking them prone. If enemies are already prone, launch them in the air. 4 - Revelry - passive - 10% chance to gain 0% recovery time with your next action when hit or critically hit 4 - Riot - passive - when hit foe, keyword on them for 30s. If no keyword, +1 resource. 5 - Magic Eater - passive - +100 AllDefenses vs Spells for the first 10s of battle, clears when missed by a Spell, granting +25 Max HP until end of combat 5 - Onslaught - Gain +dmg effect that increases when in a new part of the battlefield - AoE on ground around you, keyword on you in the AOE, when keyword is off, after 1s new AoE around you, more bonus 5 - Territorial - passive - +5% damage for 30s when you engage a target 6 - Ransack - Dash to an opponent for heavy crush damage, dealing 50% of the damage to you. 7 - Heavy Ransack - Deals more damage, and increases the share of damage dealt to you from 50% to 100%. 7 - Spinning Ransack - Increases penetration by 2 and decreases the share of damage dealt to you from 50% to 25%. 7 - Explosive Ransack - Damage is dealt to an area, and you are dealt 100% of the damage regardless of any dealt. 6 - Bashful - Convert all damage to crush for 60s 6 - Ferocity - passive - gives more damage as you have more movement speed bonuses via Boolean HasMoveRateEffectWithValue(Guid, Operator, Single) 6 - Thrashing - passive - Full attack when you disengage a target 7 - Berserker's Blood - passive - +attack speed for hostile attacks when at lower health: +0-50% Attack Speed from 50 to 40% health, +50% when 40%, +75% when 35%, +100% when 30%, +125% when 25%, +150% when 20%, +175% when 15%, +200% when 10%, +300% when 5%, +400% when 0% This is done by passive when health is below 50%, base value -1.5, dynamic value InverseHealthRatio multiply by 5 The last two tiers of speed are created by trigger adjusting the value OnHealthPercentBelow 0.10, +0.75 to give a straight boost Or you could replace the passive OnHealthPercentBelow .10 to become base value 5, dynamic value HealthRatio multiply by -20 This creates +200% when 10%, +300% when 5%, and +400% when 0% It might also be possible to use WillApplyStatusEffectWithParentValueOnEvent to change this way, but maybe not 7 - Mountainous - Max health is increased by 10% of damaged received, in stacks lasting 30s. This ability lasts for the rest of combat. be sure to make it sourced from hostile targets in the AttackTARGET filter 7 - Dominating - passive - Full attack when you engage a target 8 - Inner Spirit - +10 Might, damage dealt reduces Constitution in stacks of 1% 8 - Battle Mending - Healing per Constitution and lack of health, (+3 per 3s per 3 Constitution) x % Max health empty 9 - Skycrasher - Leap animation up for 4s in the air, slam back down, full attack 2x, 50 damage crush AoE 9 - Last Stand - Barring Death's Door 8s, once per encounter at 15% health
  21. I think it's the "OneHitUse" instead of doing the triggers OnPostAttackRollCalculated that the AoEMult Barbaric Blow uses. I can't recall for certain, but I think the other OneHitUse abilities don't actually work except for the first hit, if at all. OneHitUse is always a huge pain with these WeaponAttackAbilities because it fizzles with the attack's hit, as it starts before the hit then triggers from the hit. I've spent weeks debugging it in the beginning of my coding skills.
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