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Posts posted by Grape_You_In_The_Mouth
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Here is what finally worked for me:
Spoiler{ "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "meronaxus_SE_EventOnDamaged", "ID": "b688f936-24d4-4afe-9892-fc34301fa0e2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectToSelfByDamageTypeReceived", "OverrideDescriptionString": 305151446, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "OnDamaged", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 2, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "true", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "true", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [ "ff70a4b8-6ee7-4ed6-8177-192482d7382d", "604474b0-a4cb-422a-803a-7755efe05b2d" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnDamaged", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "meronaxus_SE_zerodamage", "ID": "ff70a4b8-6ee7-4ed6-8177-192482d7382d", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "EnemyDamageMultiplier", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 25, "MaxStackQuantity": 1, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "true", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] },
The colored version without spacing would be
Spoiler{"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp","DebugName": "meronaxus_SE_EventOnDamaged","ID": "b688f936-24d4-4afe-9892-fc34301fa0e2","Components": [{"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp","StatusEffectType": "ApplyStatusEffectToSelfByDamageTypeReceived","OverrideDescriptionString": 305151446,"OverrideDescriptionStringTactical": -1,"UseStatusEffectValueAs": "None","BaseValue": 0,"DynamicValue": {"Stat": "None","SkillDataID": "00000000-0000-0000-0000-000000000000","ClassID": "00000000-0000-0000-0000-000000000000","MultiplyBy": 1,"Operator": "Add"},"KeywordsIDs": [],"DurationType": "Infinite","Duration": 0,"MaxStackQuantity": 0,"ApplicationBehavior": "UseLongerDurationIfAlreadyApplied","ApplicationType": "ApplyOnStart","IntervalRateID": "00000000-0000-0000-0000-000000000000","StackedChildrenApplyEffects": "false","InclusionConditions": {"Operator": 0,"Components": []},"ApplicationPrerequisites": {"Conditional": {"Operator": 0,"Components": []}},"TriggerAdjustment": {"TriggerOnEvent": "OnDamaged","TriggerOffEvent": "None","ValidateWithAttackFilter": "false","ParamValue": 0,"ValueAdjustment": 0,"DurationAdjustment": 0,"ResetTriggerOnEffectTimeout": "false","MaxTriggerCount": 2,"IgnoreMaxTriggerCount": "false","RemoveEffectAtMax": "true","ChanceToTrigger": 1},"PowerLevelScaling": {"UseCharacterLevel": "false","BaseLevel": 0,"LevelIncrement": 1,"MaxLevel": 0,"ValueAdjustment": 0,"DurationAdjustment": 0},"IsHostile": "false","ClearOnCombatEnd": "true","ClearOnRest": "false","ClearOnFoodRest": "false","ClearWhenAttacks": "false","ClearOnDeath": "true","HideFromCombatTooltip": "true","HideFromCombatLog": "false","HideFromUI": "false","HideIfNoValue": "false","VisualEffects": [],"MaterialReplacementID": "00000000-0000-0000-0000-000000000000","AttackFilter": {"KeywordsIDs": [],"KeywordLogic": "Or","Race": "None","IsKith": "false","HealthPercentage": 0,"HealthOperator": "EqualTo","Range": "None","ClassTypeID": "00000000-0000-0000-0000-000000000000","Source": "None","DefendedBy": "None","Empowered": "false","Disengagement": "false","Stealthed": "false","UseStealthLinger": "false","PowerLevel": 0,"PowerLevelOperator": "EqualTo","ChanceToApply": 1,"AttackHostility": "Default","TargetType": "None"},"AttackTargetFilter": {"KeywordsIDs": [],"KeywordLogic": "Or","Race": "None","IsKith": "false","HealthPercentage": 0,"HealthOperator": "EqualTo","Distance": 0,"DistanceOperator": "EqualTo","HasDOT": "false","IsMarked": "false","TargetHostility": "Default"},"ExtraValue": 0,"OverridePenetration": 0,"DamageTypeValue": "All","KeywordValueID": "00000000-0000-0000-0000-000000000000","RaceValue": "None","StatusEffectTypeValue": "None","ItemValueID": "00000000-0000-0000-0000-000000000000","AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000","StatusEffectsValueIDs": ["ff70a4b8-6ee7-4ed6-8177-192482d7382d","604474b0-a4cb-422a-803a-7755efe05b2d"],"AttackValueID": "00000000-0000-0000-0000-000000000000","AttackOverrideValue": "None","EventValue": "OnDamaged","ClassValueID": "00000000-0000-0000-0000-000000000000","WeaponTypeValue": "None","AttackHitType": "None","SkillValueID": "00000000-0000-0000-0000-000000000000","AudioEventListID": "00000000-0000-0000-0000-000000000000","BedRestDaysMinimum": 0,"BedRestDaysMaximum": 0}]},{"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp","DebugName": "meronaxus_SE_zerodamage","ID": "ff70a4b8-6ee7-4ed6-8177-192482d7382d","Components": [{"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp","StatusEffectType": "EnemyDamageMultiplier","OverrideDescriptionString": -1,"OverrideDescriptionStringTactical": -1,"UseStatusEffectValueAs": "None","BaseValue": 0,"DynamicValue": {"Stat": "None","SkillDataID": "00000000-0000-0000-0000-000000000000","ClassID": "00000000-0000-0000-0000-000000000000","MultiplyBy": 1,"Operator": "Add"},"KeywordsIDs": [],"DurationType": "UseDurationTime","Duration": 25,"MaxStackQuantity": 1,"ApplicationBehavior": "StackIfAlreadyApplied","ApplicationType": "ApplyOnStart","IntervalRateID": "00000000-0000-0000-0000-000000000000","StackedChildrenApplyEffects": "false","InclusionConditions": {"Operator": 0,"Components": []},"ApplicationPrerequisites": {"Conditional": {"Operator": 0,"Components": []}},"TriggerAdjustment": {"TriggerOnEvent": "None","TriggerOffEvent": "None","ValidateWithAttackFilter": "false","ParamValue": 0,"ValueAdjustment": 0,"DurationAdjustment": 0,"ResetTriggerOnEffectTimeout": "false","MaxTriggerCount": 0,"IgnoreMaxTriggerCount": "false","RemoveEffectAtMax": "false","ChanceToTrigger": 1},"PowerLevelScaling": {"UseCharacterLevel": "false","BaseLevel": 0,"LevelIncrement": 1,"MaxLevel": 0,"ValueAdjustment": 0,"DurationAdjustment": 0},"IsHostile": "false","ClearOnCombatEnd": "true","ClearOnRest": "false","ClearOnFoodRest": "false","ClearWhenAttacks": "false","ClearOnDeath": "false","HideFromCombatTooltip": "false","HideFromCombatLog": "false","HideFromUI": "false","HideIfNoValue": "false","VisualEffects": [],"MaterialReplacementID": "00000000-0000-0000-0000-000000000000","AttackFilter": {"KeywordsIDs": [],"KeywordLogic": "Or","Race": "None","IsKith": "false","HealthPercentage": 0,"HealthOperator": "EqualTo","Range": "None","ClassTypeID": "00000000-0000-0000-0000-000000000000","Source": "None","DefendedBy": "None","Empowered": "false","Disengagement": "false","Stealthed": "false","UseStealthLinger": "false","PowerLevel": 0,"PowerLevelOperator": "EqualTo","ChanceToApply": 1,"AttackHostility": "Default","TargetType": "None"},"AttackTargetFilter": {"KeywordsIDs": [],"KeywordLogic": "Or","Race": "None","IsKith": "false","HealthPercentage": 0,"HealthOperator": "EqualTo","Distance": 0,"DistanceOperator": "EqualTo","HasDOT": "false","IsMarked": "false","TargetHostility": "Default"},"ExtraValue": 0,"OverridePenetration": 0,"DamageTypeValue": "All","KeywordValueID": "00000000-0000-0000-0000-000000000000","RaceValue": "None","StatusEffectTypeValue": "None","ItemValueID": "00000000-0000-0000-0000-000000000000","AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000","StatusEffectsValueIDs": [],"AttackValueID": "00000000-0000-0000-0000-000000000000","AttackOverrideValue": "None","EventValue": "OnApply","ClassValueID": "00000000-0000-0000-0000-000000000000","WeaponTypeValue": "None","AttackHitType": "None","SkillValueID": "00000000-0000-0000-0000-000000000000","AudioEventListID": "00000000-0000-0000-0000-000000000000","BedRestDaysMinimum": 0,"BedRestDaysMaximum": 0}]},- 1
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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.
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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
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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.
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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)
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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.
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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.
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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.
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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.
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Click on the Wwise tab in the launcher and install the latest version of Wwise. Run it when installation is complete.
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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.
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Once you've imported all the pertinent files, go to "Project" again and select "Convert All Audio Files".
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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.)
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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.
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Type "replace" into the CMD window that pops up.
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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.
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Dealing with graphics always sucks. Maybe it's the form variation ID?
FormVariationID": "c8f13b2b-6d49-47ea-94a7-cdb2ce5ac5e5and you replaced the temp weapon IDs with:
DebugName": "Great_Sword3530e7a2-ec4f-4d5f-a436-53e26ed3e075?
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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?
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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 abilityCool Hits
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Purple
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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.prefabYellow
---------
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 workBlue 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 novaRed
----------
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 smokeRed 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 foreverBrown AOE
---------------
prefabs/effects/environment/lax03/fx_eye_exp.prefab - disgusting explosion of fleshy bloody stuffBlack
-----------
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 10White
------------
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 AoEEquipment & 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- 1
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On 1/14/2023 at 7:19 AM, Noqn said:
I'm thinking about moving the documentation to the gitlab project's wiki page, then adding a "Help" or ? button to the application's header bar which will open that web page. Sounds good?
Definitely
On 1/14/2023 at 7:19 AM, Noqn said:Good point, how about displaying the mod's stringtable range in the Manifest-editing dialog?
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.
On 1/14/2023 at 7:19 AM, Noqn said:Thanks, I'm super happy how the error messages turned out I'll check ot the null debugname bug tho
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.
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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
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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-d4c2316b187fStashes
----------------
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
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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-cbb390324556Unlocked Chest Locations
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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- 1
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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!
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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!
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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.
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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.
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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? -
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.
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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.
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It's always great to get new unique items. This game desperately needs it imho
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I'd rather see new content to perfect the gameplay, but it's great to see people modding the vendors a lot more
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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.
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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- 1
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Very cool idea btw, might steal it from you
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I think it's the "OneHitUse" instead of doing the triggers
OnPostAttackRollCalculatedthat 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.
Apotheosis - Mod Editor for Deadfire
in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Posted
Windows 7 is super unsecure, I'm pretty sure this is the way it's supposed to be