forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
675 lines
31 KiB
Plaintext
675 lines
31 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Visual Effect constant include
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//:: inc_vfx_const
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//::///////////////////////////////////////////////
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/*
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Constants for vfx present in visualeffects.2da that
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do not have a constant defined by bioware.
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//////////////////////////////////////////////////
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/* Unenumerated BW VFX */
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//////////////////////////////////////////////////
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const int VFX_COM_BLOOD_REG_WIMPY = 296;
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const int VFX_COM_BLOOD_LRG_WIMPY = 297;
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const int VFX_COM_BLOOD_CRT_WIMPY = 298;
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const int VFX_COM_BLOOD_REG_WIMPG = 299;
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const int VFX_COM_BLOOD_LRG_WIMPG = 300;
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const int VFX_COM_BLOOD_CRT_WIMPG = 301;
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const int VFX_COM_BLOOD_CRT_RED_HEAD = 491;
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const int VFX_COM_BLOOD_CRT_GREEN_HEAD = 492;
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const int VFX_COM_BLOOD_CRT_YELLOW_HEAD = 493;
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const int VFX_IMP_LEAF = 132;
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const int VFX_IMP_CLOUD = 133;
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const int VFX_IMP_WIND = 134;
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const int VFX_IMP_ROCKEXPLODE = 135;
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const int VFX_IMP_ROCKEXPLODE2 = 136;
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const int VFX_IMP_ROCKSUP = 137;
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const int VFX_IMP_DESTRUCTION_LOW = 302;
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const int VFX_IMP_PULSE_BOMB = 469;
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const int VFX_IMP_SILENCE_NO_SOUND = 470;
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const int VFX_BEAM_FLAME = 444;
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const int VFX_DUR_GHOSTLY_PULSE_QUICK = 295;
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const int VFX_DUR_PROT_ACIDSHIELD = 448;
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const int VFX_DUR_BARD_SONG_SILENT = 468;
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const int VFX_DUR_CONECOLD_HEAD = 490;
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const int VFX_DUR_BARD_SONG_EVIL = 507;
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const int VFX_FNF_SPELL_FAIL_HEA = 292;
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const int VFX_FNF_SPELL_FAIL_HAND = 293;
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const int VFX_FNF_HIGHLIGHT_FLASH_WHITE = 294;
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const int VFX_FNF_SCREEN_SHAKE2 = 356;
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const int VFX_FNF_HELLBALL = 464;
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const int VFX_FNF_TELEPORT_IN = 471;
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const int VFX_FNF_TELEPORT_OUT = 472;
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const int VFX_FNF_DRAGBREATHGROUND = 494;
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const int VFX_CONJ_MIND = 466;
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const int VFX_CONJ_FIRE = 467;
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const int SCENE_WEIRD = 323;
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const int SCENE_EVARD = 346;
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const int SCENE_TOWER = 347;
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const int SCENE_TEMPLE = 348;
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const int SCENE_LAVA = 349;
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const int SCENE_LAVA2 = 350;
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const int SCENE_WATER = 401;
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const int SCENE_GRASS = 402;
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const int SCENE_FORMIAN1 = 404;
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const int SCENE_FORMIAN2 = 405;
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const int SCENE_PITTRAP = 406;
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const int SCENE_ICE = 426;
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const int SCENE_MFPillar = 427;
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const int SCENE_MFWaterfall = 428;
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const int SCENE_MFGroundCover = 429;
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const int SCENE_MFGroundCover2 = 430;
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const int SCENE_MF6 = 431;
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const int SCENE_MF7 = 432;
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const int SCENE_MF8 = 433;
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const int SCENE_MF9 = 434;
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const int SCENE_MF10 = 435;
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const int SCENE_MF11 = 436;
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const int SCENE_MF12 = 437;
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const int SCENE_MF13 = 438;
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const int SCENE_MF14 = 439;
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const int SCENE_MF15 = 440;
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const int SCENE_MF16 = 441;
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const int SCENE_ICE_CLEAR = 442;
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const int SCENE_EVIL_CASTLE_WALL = 443;
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const int SCENE_BUILDING = 449;
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const int SCENE_BURNED_RUBBLE = 450;
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const int SCENE_BURNING_HALF_HOUSE = 451;
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const int SCENE_RUINED_ARCH = 452;
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const int SCENE_SOLID_ARCH = 453;
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const int SCENE_BURNED_RUBBLE_2 = 454;
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const int SCENE_MARKET_1 = 455;
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const int SCENE_MARKET_2 = 456;
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const int SCENE_GAZEBO = 457;
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const int SCENE_WAGON = 458;
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const int SCENE_SEWER_WATER = 461;
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const int SCENE_BLACK_TILE = 506;
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const int SCENE_PRISON_FLOOR = 511;
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const int WELL = 358;
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const int NORMAL_ARROW = 357;
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const int NORMAL_DART = 359;
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//////////////////////////////////////////////////
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/* shadguy's spell VFX (visual effects) library */
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//////////////////////////////////////////////////
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// retextured magic missle effects
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//
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// Note: in game, these are a bit flakey; the engine tries to apply these as
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// an impact VFX right away, even before the MIRV itself lands on target.
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//
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// I also tried Mirv's with chunk models - using the black skull from the mind
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// fear effect. It looked even dumber manifesting at the target before impact.
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const int VFX_IMP_MIRV_SILENT = 1000;
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const int VFX_IMP_MIRV_DN_YELLOW = 1001;
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const int VFX_IMP_MIRV_DN_RED = 1002;
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const int VFX_IMP_MIRV_DN_GREEN = 1003;
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const int VFX_IMP_MIRV_DN_VIOLET = 1004;
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const int VFX_IMP_MIRV_DN_CYAN = 1005;
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const int VFX_IMP_MIRV_DN_PURPLE = 1006;
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const int VFX_IMP_MIRV_DN_MAGENTA = 1007;
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const int VFX_IMP_MIRV_DN_LAWNGREEN = 1008;
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const int VFX_IMP_MIRV_DN_ORANGE = 1009;
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const int VFX_IMP_MIRV_DN_SPRINGGREEN = 1010;
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const int VFX_IMP_MIRV_DN_STEELBLUE = 1011;
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const int VFX_IMP_MIRV_DN_ECTO = 1012;
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const int VFX_IMP_MIRV_DN_SOUNDFX = 1013;
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// recolored AID VFX:
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const int VFX_IMP_HOLY_AID_DN_SILENT = 1017;
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const int VFX_IMP_HOLY_AID_DN_GREEN = 1018;
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const int VFX_IMP_HOLY_AID_DN_CYAN = 1019;
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const int VFX_IMP_HOLY_AID_DN_ORANGE = 1020;
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const int VFX_IMP_HOLY_AID_DN_RED = 1021;
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const int VFX_IMP_HOLY_AID_DN_BLUE = 1022;
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const int VFX_IMP_HOLY_AID_DN_PURPLE = 1023;
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const int VFX_IMP_HOLY_AID_DN_SOUNDFX = 1024;
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//recolored Word of Faith VFX, slightly bastardized; nwmax wouldn't import the higres version, so these are all based on teh low res version
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const int VFX_FNF_WORD_DN_SILENT = 1028;
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const int VFX_FNF_WORD_DN_GREEN = 1029;
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const int VFX_FNF_WORD_DN_CYAN = 1030;
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const int VFX_FNF_WORD_DN_BLUE = 1031;
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const int VFX_FNF_WORD_DN_PURPLE = 1032;
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const int VFX_FNF_WORD_DN_RED = 1033;
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const int VFX_FNF_WORD_DN_ORANGE = 1034;
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const int VFX_FNF_WORD_DN_SOUNDFX = 1035;
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//attempted recolor of Power Word Stun that turned out screwy but useable;
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//I'll recommend using them in combo with silent version of stuff like timestop below
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const int VFX_FNF_PW_DN_YG = 1039;
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const int VFX_FNF_PW_DN_GB = 1040;
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const int VFX_FNF_PW_DN_BP = 1041;
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const int VFX_FNF_PW_DN_PR = 1042;
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const int VFX_FNF_PW_DN_RY = 1043;
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const int VFX_FNF_PW_DN_STUN_SOUNDFX = 1044;
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const int VFX_FNF_PW_DN_KILL_SOUNDFX = 1045;
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// recolored time stop VFX
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const int VFX_IMP_TIME_STOP_DN_SOUNDFX = 1049;
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const int VFX_IMP_TIME_STOP_DN_RED = 1050;
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const int VFX_IMP_TIME_STOP_DN_ORANGE = 1051;
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const int VFX_IMP_TIME_STOP_DN_YELLOW = 1052;
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const int VFX_IMP_TIME_STOP_DN_GREEN = 1053;
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const int VFX_IMP_TIME_STOP_DN_BLUE = 1054;
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const int VFX_IMP_TIME_STOP_DN_PURPLE = 1055;
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const int VFX_IMP_TIME_STOP_DN_SILENT = 1056;
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// recolored blindness and deafness
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const int VFX_IMP_BLINDDEAD_DN_RED = 1060;
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const int VFX_IMP_BLINDDEAD_DN_YELLOW = 1061;
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const int VFX_IMP_BLINDDEAD_DN_GREEN = 1062;
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const int VFX_IMP_BLINDDEAD_DN_CYAN = 1063;
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const int VFX_IMP_BLINDDEAD_DN_BLUE = 1064;
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const int VFX_IMP_BLINDDEAD_DN_PURPLE = 1065;
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const int VFX_IMP_BLINDDEAD_DN_SOUNDFX = 1066;
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// recolored magic eye VFX
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const int VFX_MAGICAL_VISION_DN_GREEN = 1070;
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const int VFX_MAGICAL_VISION_DN_RED = 1071;
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const int VFX_MAGICAL_VISION_DN_SOUNDFX = 1075;
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// recolored healing_s
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const int VFX_IMP_HEALING_S_VIO = 1079;
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const int VFX_IMP_HEALING_S_MAG = 1080;
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const int VFX_IMP_HEALING_S_ORA = 1081;
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const int VFX_IMP_HEALING_S_LAW = 1082;
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const int VFX_IMP_HEALING_S_SPR = 1083;
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const int VFX_IMP_HEALING_S_SILENT = 1094;
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const int VFX_IMP_HEALING_S_RED = 1085;
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const int VFX_IMP_HEALING_S_SOUNDFX = 1086;
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const int VFX_IMP_HEALING_HARM_SOUNDFX = 1087;
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// recolored healing_m
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const int VFX_IMP_HEALING_M_PUR = 1091;
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const int VFX_IMP_HEALING_M_MAG = 1092;
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const int VFX_IMP_HEALING_M_YEL = 1093;
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const int VFX_IMP_HEALING_M_CYA = 1094;
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const int VFX_IMP_HEALING_M_SILENT = 1095;
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const int VFX_IMP_HEALING_M_RED = 1096;
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const int VFX_IMP_HEALING_M_SOUNDFX = 1097;
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// recolored healing_l
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const int VFX_IMP_HEALING_L_MAG = 1101;
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const int VFX_IMP_HEALING_L_ORA = 1102;
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const int VFX_IMP_HEALING_L_LAW = 1103;
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const int VFX_IMP_HEALING_L_SPR = 1104;
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const int VFX_IMP_HEALING_L_VIO = 1105;
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const int VFX_IMP_HEALING_L_RED = 1106;
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const int VFX_IMP_HEALING_L_SILENT = 1107;
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const int VFX_IMP_HEALING_L_SOUNDFX = 1108;
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// recolored healing_G
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const int VFX_IMP_HEALING_G_MAG = 1112;
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const int VFX_IMP_HEALING_G_LAW = 1113;
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const int VFX_IMP_HEALING_G_SPR = 1114;
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const int VFX_IMP_HEALING_G_VIO = 1115;
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const int VFX_IMP_HEALING_G_RED = 1116;
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const int VFX_IMP_HEALING_G_SILENT = 1117;
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const int VFX_IMP_HEALING_G_SOUNDFX = 1118;
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// recolored healing_X
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const int VFX_IMP_HEALING_X_MAG = 1122;
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const int VFX_IMP_HEALING_X_ORA = 1123;
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const int VFX_IMP_HEALING_X_LAW = 1124;
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const int VFX_IMP_HEALING_X_SPR = 1125;
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const int VFX_IMP_HEALING_X_VIO = 1126;
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const int VFX_IMP_HEALING_X_SILENT = 1127;
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const int VFX_IMP_HEALING_X_SOUNDFX = 1128;
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// recolored magic impact VFX - these are for use with the recolorded MIRV (magic missile) FX
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const int VFX_IMP_MAGCYA = 1132;
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const int VFX_IMP_MAGBLU = 1133;
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const int VFX_IMP_MAGVIO = 1134;
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const int VFX_IMP_MAGPUR = 1135;
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const int VFX_IMP_MAGRED = 1136;
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const int VFX_IMP_MAGMAG = 1137;
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const int VFX_IMP_MAGORA = 1138;
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const int VFX_IMP_MAGYEL = 1139;
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const int VFX_IMP_MAGLAW = 1140;
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const int VFX_IMP_MAGGRN = 1141;
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const int VFX_IMP_MAG_SOUNDFX = 1142;
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// tornadoheal VFX recolored
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const int VFX_IMP_TORNADO_L_SILENT = 990;
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const int VFX_IMP_TORNADO_L_MAG = 991;
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const int VFX_IMP_TORNADO_L_ORA = 992;
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const int VFX_IMP_TORNADO_L_LAW = 993;
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const int VFX_IMP_TORNADO_L_SPR = 994;
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const int VFX_IMP_TORNADO_L_VIO = 995;
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const int VFX_IMP_TORNADO_L_RED = 996;
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const int VFX_IMP_TORNADO_L_SOUNDFX = 997;
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// recolored flame_M effects
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const int VFX_IMP_FLAME_M_SILENT = 1157;
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const int VFX_IMP_FLAME_M_CYAN = 1158;
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const int VFX_IMP_FLAME_M_GREEN = 1159;
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const int VFX_IMP_FLAME_M_MAGENTA = 1160;
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const int VFX_IMP_FLAME_M_PURPLE = 1161;
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const int VFX_IMP_FLAME_M_SOUNDFX = 1162;
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// recolored spell mantle ground VFX. I tried the impact VFX to and didn't get them working yet.
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const int VFX_DUR_SPELLTURNING_SILENT = 1166;
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const int VFX_DUR_SPELLTURNING_P = 1167;
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const int VFX_DUR_SPELLTURNING_R = 1168;
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const int VFX_DUR_SPELLTURNING_Y = 1169;
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const int VFX_DUR_SPELLTURNING_G = 1170;
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const int VFX_DUR_SPELLTURNING_C = 1171;
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const int VFX_DUR_SPELLTURNING_O = 1172;
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const int VFX_DUR_SPELLTURNING_V = 1173;
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const int VFX_DUR_SPELLTURNING_S = 1174;
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const int VFX_DUR_SPELLTURNING_M = 1175;
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const int VFX_DUR_SPELLTURNING_SOUNDFX = 1176;
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// recolored Magic resistence VFX rings
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const int VFX_DUR_MAGIC_RESISTANCE_SILENT = 1180;
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const int VFX_DUR_MAGIC_RESISTANCE_G = 1181;
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const int VFX_DUR_MAGIC_RESISTANCE_B = 1182;
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const int VFX_DUR_MAGIC_RESISTANCE_P = 1183;
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const int VFX_DUR_MAGIC_RESISTANCE_O = 1184;
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const int VFX_DUR_MAGIC_RESISTANCE_Y = 1185;
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const int VFX_DUR_MAGIC_RESISTANCE_SOUNDFX = 1186;
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// recolored IMP Magic VFX (the impact for "Spell Resistence")
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const int VFX_IMP_MAGIC_PROTECTION_SILENT = 1190;
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const int VFX_IMP_MAGIC_PROTECTION_G = 1191;
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const int VFX_IMP_MAGIC_PROTECTION_B = 1192;
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const int VFX_IMP_MAGIC_PROTECTION_P = 1193;
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const int VFX_IMP_MAGIC_PROTECTION_O = 1194;
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const int VFX_IMP_MAGIC_PROTECTION_Y = 1195;
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const int VFX_IMP_MAGIC_PROTECTION_SOUND = 1196;
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// recolored holy strike VFX
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const int VFX_FNF_STRIKE_HOLY_SILENT = 1200;
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const int VFX_FNF_STRIKE_HOLY_G = 1201;
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const int VFX_FNF_STRIKE_HOLY_C = 1202;
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const int VFX_FNF_STRIKE_HOLY_B = 1203;
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const int VFX_FNF_STRIKE_HOLY_P = 1204;
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const int VFX_FNF_STRIKE_HOLY_R = 1205;
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const int VFX_FNF_STRIKE_HOLY_O = 1206;
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const int VFX_FNF_STRIKE_HOLY_SOUNDFX = 1207;
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// recolored ability score buff VFX
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const int VFX_IMP_IMPROVE_ABILITY_SCORE_SILENT = 1211;
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const int VFX_IMP_IMPROVE_ABILITY_SCORE_A = 1212;
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const int VFX_IMP_IMPROVE_ABILITY_SCORE_B = 1213;
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const int VFX_IMP_IMPROVE_ABILITY_SCORE_C = 1214;
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const int VFX_IMP_IMPROVE_ABILITY_SCORE_D = 1215;
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const int VFX_IMP_IMPROVE_ABILITY_SCORE_E = 1216;
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const int VFX_IMP_IMPROVE_ABILITY_SCORE_SOUNDFX = 1217;
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// recolroed "reduce ability score" vfx, with the darkness FX removed
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const int VFX_IMP_REDUCE_ABILITY_SCORE_RED = 1221;
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const int VFX_IMP_REDUCE_ABILITY_SCORE_YEL = 1222;
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const int VFX_IMP_REDUCE_ABILITY_SCORE_ORA = 1223;
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const int VFX_IMP_REDUCE_ABILITY_SCORE_GRN = 1224;
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const int VFX_IMP_REDUCE_ABILITY_SCORE_CYA = 1225;
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const int VFX_IMP_REDUCE_ABILITY_SCORE_BLU = 1226;
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const int VFX_IMP_REDUCE_ABILITY_SCORE_PUR = 1227;
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const int VFX_IMP_REDUCE_ABILITY_SCORE_SOUNDFX = 1228;
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// Nother Set of Shadguy/DN VFX
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const int TOF_VFX_ALARM_AUDIBLE = 1229;
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const int TOF_VFX_ALARM_MENTAL = 1230;
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const int VFX_COM_HIT_NEGATIVE2 = 1231;
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const int VFX_COM_HIT_POSITIVE = 1232;
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const int VFX_IMP_UNSUMMON_RED = 1233;
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const int VFX_IMP_UNSUMMON_YEL = 1234;
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const int VFX_FNF_LOS_GREEN_10 = 1235;
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const int VFX_FNF_LOS_GREEN_20 = 1236;
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const int VFX_FNF_LOS_GREEN_30 = 1237;
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const int VFX_FNF_LOS_BLUE_10 = 1238;
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const int VFX_FNF_LOS_BLUE_20 = 1239;
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const int VFX_FNF_LOS_BLUE_30 = 1240;
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const int TOF_VFX_FNF_ALARM_DINGDONG = 1241;
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const int VFX_IMP_LONGSTRIDER = 1242;
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const int VFX_FNF_RUSTING_GRASP = 1243;
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const int VFX_IMP_EXPRETREAT = 1244;
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const int VFX_DUR_ROOTED_TO_SPOT = 1245;
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const int VFX_IMP_DAWN = 1246;
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const int VFX_DUR_MARK_OF_THE_HUNTER = 1247;
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const int VFX_DUR_HEARD = 1248;
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const int VFX_DUR_SEEN = 1249;
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const int VFX_IMP_SOUND_SYMBOL_NEC = 1250;
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const int VFX_IMP_SOUND_SYMBOL_EVO = 1251;
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const int VFX_IMP_SOUND_SYMBOL_ENC = 1252;
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const int VFX_IMP_SOUND_SYMBOL_DEATH = 1253;
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const int VFX_IMP_SOUND_SYMBOL_INSANITY = 1254;
|
|
const int VFX_IMP_SOUND_SYMBOL_WEAKNESS = 1255;
|
|
const int VFX_IMP_SOUND_SYMBOL_STUNNING = 1256;
|
|
const int VFX_IMP_SOUND_SYMBOL_FEAR = 1257;
|
|
const int VFX_IMP_SOUND_SYMBOL_SLEEP = 1258;
|
|
const int VFX_IMP_SOUND_SYMBOL_PAIN = 1259;
|
|
const int VFX_FNF_MASS_CURE = 1260;
|
|
const int VFX_FNF_MASS_INFLICT = 1261;
|
|
const int VFX_IMP_HEALING_X_UNDEAD = 1262;
|
|
const int VFX_IMP_BONUS_STRENGTH = 1263;
|
|
const int VFX_IMP_BONUS_DEXTERITY = 1264;
|
|
const int VFX_IMP_BONUS_CONSTITUTION = 1265;
|
|
const int VFX_IMP_BONUS_INTELLIGENCE = 1266;
|
|
const int VFX_IMP_BONUS_WISDOM = 1267;
|
|
const int VFX_IMP_BONUS_CHARISMA = 1268;
|
|
const int VFX_DUR_BRIGHT_LIGHT_WHITE = 1269;
|
|
const int VFX_DUR_BRIGHT_LIGHT_RED = 1270;
|
|
const int VFX_DUR_BRIGHT_LIGHT_ORANGE = 1271;
|
|
const int VFX_DUR_BRIGHT_LIGHT_YELLOW = 1272;
|
|
const int VFX_DUR_BRIGHT_LIGHT_GREEN = 1273;
|
|
const int VFX_DUR_BRIGHT_LIGHT_BLUE = 1274;
|
|
const int VFX_DUR_BRIGHT_LIGHT_MAGENTA = 1275;
|
|
const int VFX_DUR_BRIGHT_LIGHT_RED_TO_ORANGE = 1276;
|
|
const int VFX_DUR_BRIGHT_LIGHT_ORANGE_TO_YELLOW = 1277;
|
|
const int VFX_DUR_BRIGHT_LIGHT_YELLOW_TO_GREEN = 1278;
|
|
const int VFX_DUR_BRIGHT_LIGHT_GREEN_TO_BLUE = 1279;
|
|
const int VFX_DUR_BRIGHT_LIGHT_BLUE_TO_MAGENTA = 1280;
|
|
const int VFX_DUR_BRIGHT_LIGHT_MAGENTA_TO_RED = 1281;
|
|
const int VFX_DUR_BRIGHT_LIGHT_CYAN = 1282;
|
|
const int VFX_DUR_BRIGHT_LIGHT_WHITE_PULSE_SLOW = 1283;
|
|
const int VFX_DUR_BRIGHT_LIGHT_RED_PULSE_SLOW = 1284;
|
|
const int VFX_DUR_BRIGHT_LIGHT_ORANGE_PULSE_SLOW = 1285;
|
|
const int VFX_DUR_BRIGHT_LIGHT_YELLOW_PULSE_SLOW = 1286;
|
|
const int VFX_DUR_BRIGHT_LIGHT_GREEN_PULSE_SLOW = 1287;
|
|
const int VFX_DUR_BRIGHT_LIGHT_BLUE_PULSE_SLOW = 1288;
|
|
const int VFX_DUR_BRIGHT_LIGHT_INDIGO_PULSE_SLOW = 1289;
|
|
const int VFX_DUR_BRIGHT_LIGHT_CYAN_PULSE_SLOW = 1290;
|
|
const int VFX_DUR_BRIGHT_LIGHT_WHITE_PULSE_FAST = 1291;
|
|
const int VFX_DUR_BRIGHT_LIGHT_RED_PULSE_FAST = 1292;
|
|
const int VFX_DUR_BRIGHT_LIGHT_ORANGE_PULSE_FAST = 1293;
|
|
const int VFX_DUR_BRIGHT_LIGHT_YELLOW_PULSE_FAST = 1294;
|
|
const int VFX_DUR_BRIGHT_LIGHT_GREEN_PULSE_FAST = 1295;
|
|
const int VFX_DUR_BRIGHT_LIGHT_BLUE_PULSE_FAST = 1296;
|
|
const int VFX_DUR_BRIGHT_LIGHT_INDIGO_PULSE_FAST = 1297;
|
|
const int VFX_DUR_BRIGHT_LIGHT_CYAN_PULSE_FAST = 1298;
|
|
const int VFX_DUR_BRIGHT_LIGHT_RED_ORANGE_DISCO = 1299;
|
|
const int VFX_DUR_BRIGHT_LIGHT_ORANGE_YELLOW_DISCO = 1300;
|
|
const int VFX_DUR_BRIGHT_LIGHT_YELLOW_GREEN_DISCO = 1301;
|
|
const int VFX_DUR_BRIGHT_LIGHT_GREEN_BLUE_DISCO = 1302;
|
|
const int VFX_DUR_BRIGHT_LIGHT_BLUE_MAGENTA_DISCO = 1303;
|
|
const int VFX_DUR_BRIGHT_LIGHT_MAGENTA_RED_DISCO = 1304;
|
|
const int VFX_DUR_BRIGHT_LIGHT_DISCO_DISCO_DISCO = 1305;
|
|
const int VFX_DUR_BRIGHT_LIGHT_WHITE_PULSE_STROBE = 1306;
|
|
const int VFX_DUR_BRIGHT_LIGHT_RED_PULSE_STROBE = 1307;
|
|
const int VFX_DUR_BRIGHT_LIGHT_ORANGE_PULSE_STROBE = 1308;
|
|
const int VFX_DUR_BRIGHT_LIGHT_YELLOW_PULSE_STROBE = 1309;
|
|
const int VFX_DUR_BRIGHT_LIGHT_GREEN_PULSE_STROBE = 1310;
|
|
const int VFX_DUR_BRIGHT_LIGHT_BLUE_PULSE_STROBE = 1311;
|
|
const int VFX_DUR_BRIGHT_LIGHT_INDIGO_PULSE_STROBE = 1312;
|
|
const int VFX_DUR_BRIGHT_LIGHT_CYAN_PULSE_STROBE = 1313;
|
|
const int VFX_DUR_BRIGHT_LIGHT_BRASS = 1314;
|
|
const int VFX_DUR_BRIGHT_LIGHT_GOLD = 1315;
|
|
const int VFX_DUR_BRIGHT_LIGHT_LIME = 1316;
|
|
const int VFX_DUR_BRIGHT_LIGHT_TURQUOISE = 1317;
|
|
const int VFX_DUR_BRIGHT_LIGHT_INDIGO = 1318;
|
|
const int VFX_DUR_BRIGHT_LIGHT_VIOLET = 1319;
|
|
const int VFX_FNF_LOS_WHITE_10 = 1320;
|
|
const int VFX_FNF_LOS_WHITE_20 = 1321;
|
|
const int VFX_FNF_LOS_WHITE_30 = 1322;
|
|
const int VFX_FNF_LOS_PURPLE_10 = 1323;
|
|
const int VFX_FNF_LOS_PURPLE_20 = 1324;
|
|
const int VFX_FNF_LOS_PURPLE_30 = 1325;
|
|
const int VFX_DUR_BRIGHT_LIGHT_DISCO_SINGLE = 1326;
|
|
const int VFX_FNF_LOS_PURPLE_30_SILENT = 1327;
|
|
|
|
//Baelnorn eyes by Tenjac
|
|
const int VFX_DUR_BAELN_EYES = 808;
|
|
|
|
//Supamans Custom VFX for psionics & epic spells
|
|
const int VFX_IMP_EPIC_GEM_EMERALD = 809;
|
|
const int VFX_IMP_EPIC_GEM_SAPPHIRE = 810;
|
|
const int VFX_IMP_EPIC_GEM_DIAMOND = 811;
|
|
const int VFX_PRC_FNF_EARTHQUAKE = 812;
|
|
const int PSI_IMP_ULTRABLAST = 813;
|
|
const int PSI_DUR_TIMELESS_BODY = 814;
|
|
const int PSI_DUR_TEMPORAL_ACCELERATION = 815;
|
|
const int PSI_DUR_SHADOW_BODY = 816;
|
|
const int PSI_FNF_PSYCHIC_CRUSH = 817;
|
|
const int EPIC_DUR_FLEETNESS_OF_FOOT = 818;
|
|
const int PSI_DUR_ENERGY_ADAPTATION_ALL = 819;
|
|
const int PSI_DUR_BURST = 823;
|
|
const int PSI_FNF_CRISIS_OF_LIFE = 824;
|
|
const int PSI_FNF_RECALL_AGONY = 825;
|
|
const int PSI_DUR_SYNESTHETE = 826;
|
|
const int PSI_IMP_CONCUSSION_BLAST = 827;
|
|
const int PSI_FNF_PSYCHIC_CHIRURGY = 829;
|
|
const int PSI_FNF_ASTRAL_SEED = 830;
|
|
const int PSI_DUR_INTELLECT_FORTRESS = 831;
|
|
const int PSI_DUR_DISPELLING_BUFFER = 832;
|
|
//Spellfire
|
|
const int VFX_FNF_SPELLF_EXP = 797;
|
|
const int VFX_IMP_SPELLF_FLAME = 798;
|
|
const int VFX_IMP_SPELLF_HEAL = 799;
|
|
const int VFX_BEAM_SPELLFIRE = 800;
|
|
|
|
const int VFX_DUR_STONE3 = 834;
|
|
const int VFX_DUR_STONE4 = 835;
|
|
const int VFX_DUR_STONE5 = 836;
|
|
const int VFX_DUR_AIR1 = 837;
|
|
const int VFX_DUR_AIR2 = 838;
|
|
|
|
//split-effects
|
|
const int VFX_DUR_PROT_PRC_STONESKIN = 839;
|
|
const int VFX_DUR_PROT_PRC_CIRCLEROCK = 840;
|
|
const int VFX_DUR_PROT_PRC_SHADOW_ARMOR = 841;
|
|
const int VFX_DUR_PROT_PRC_CIRCLESHAD = 842;
|
|
|
|
//////////////////////////////////////////////////
|
|
/* Soopaman's VFX from SMP (Granted to us now) */
|
|
//////////////////////////////////////////////////
|
|
|
|
const int VFX_FNF_TORNADO = 851;
|
|
const int VFX_IMP_PWBLIND = 852;
|
|
const int VFX_IMP_RED_MISSLE = 853;
|
|
const int VFX_IMP_MAGRED_SMP = 854;
|
|
const int VFX_IMP_ICEWHIP = 855;
|
|
const int VFX_IMP_GRN_MISSLE = 856;
|
|
const int VFX_IMP_NEGBLAST_ENERGY = 857;
|
|
const int VFX_DUR_PRISMATIC_SPHERE = 858;
|
|
const int VFX_FNF_NEWWORD = 859;
|
|
const int VFX_DUR_BIGBYS_BIGBLUE_HAND2 = 860;
|
|
const int VFX_FNF_AWAKEN = 861;
|
|
const int VFX_FNF_CHAOSHAMMER = 862;
|
|
const int VFX_FNF_OTIL_COLDSPHERE = 863;
|
|
const int VFX_DUR_MAZE = 864;
|
|
const int VFX_DUR_CHILL_SHIELD = 865;
|
|
const int VFX_FNF_DRAGON_STRIKE = 866;
|
|
const int VFX_DUR_SHADOWS_ANTILIGHT = 867;
|
|
const int VFX_DUR_PROTECTION_ARROWS = 868;
|
|
const int VFX_FNF_HELLFIRE = 869;
|
|
const int VFX_FNF_HELLFIRESTORM = 870;
|
|
const int VFX_DUR_BLUESHIELDPROTECT = 871;
|
|
const int VFX_IMP_REGENERATE_IMPACT = 872;
|
|
const int VFX_FNF_BATSGIB = 873;
|
|
const int VFX_DUR_STORM_OF_VENGEANCE = 874;
|
|
const int VFX_IMP_FREEDOM = 875;
|
|
const int VIM_IMP_DIMENSIONDOOR_IN = 876;
|
|
const int VIM_IMP_DIMENSIONDOOR_OUT = 877;
|
|
const int VFX_DUR_ANTILIFE_SHELL = 878;
|
|
const int VFX_DUR_LIGHTNING_SHELL = 879;
|
|
const int VFX_IMP_DISENTIGRATION = 880;
|
|
const int VFX_IMP_DIMENSIONANCHOR = 881;
|
|
const int VFX_IMP_DIMENSIONLOCK = 882;
|
|
const int VFX_FNF_GLITTERDUST = 883;
|
|
const int VFX_FNF_INSANITY = 884;
|
|
const int VFX_IMP_IMPRISONMENT = 885;
|
|
const int VFX_DUR_PROTECTION_ENERGY_ACID = 886;
|
|
const int VFX_DUR_PROTECTION_ENERGY_COLD = 887;
|
|
const int VFX_DUR_PROTECTION_ENERGY_FIRE = 888;
|
|
const int VFX_DUR_PROTECTION_ENERGY_ELECT = 889;
|
|
const int VFX_DUR_PROTECTION_ENERGY_SONIC = 890;
|
|
const int VFX_DUR_PRISMATIC_WALL = 891;
|
|
const int VFX_FNF_FEEBLEMIND = 892;
|
|
const int VFX_FNF_SUMMON_NATURES_ALLY_1 = 893;
|
|
const int VFX_FNF_MAGIC_WEAPON = 894;
|
|
const int VFX_FNF_DEATH_WATCH = 895;
|
|
const int VFX_IMP_FAERIE_FIRE = 896;
|
|
const int VFX_DUR_RESISTANCE = 897;
|
|
const int VFX_IMP_EPIC_GEM_EMERALD_SMP = 898;
|
|
const int VFX_IMP_EPIC_GEM_SAPPHIRE_SMP = 899;
|
|
const int VFX_IMP_EPIC_GEM_DIAMOND_SMP = 900;
|
|
const int VFX_PERM_ELEMENTAL_SAVANT_WATER = 901;
|
|
const int VFX_PERM_ELEMENTAL_SAVANT_FIRE = 902;
|
|
const int VFX_FNF_SOUL_TRAP = 903;
|
|
const int VFX_DUR_AURA_LAW = 904;
|
|
const int VFX_DUR_SHIELD_OF_FAITH = 905;
|
|
const int VFX_FNF_CALM_ANIMALS = 906;
|
|
const int VFX_DUR_ENTROPIC_SHIELD = 907;
|
|
const int VFX_DUR_FLOATING_DISK = 908;
|
|
const int VFX_DUR_OBSCURING_MIST = 909;
|
|
const int VFX_IMP_MAGIC_ROCK = 910;
|
|
const int VFX_IMP_SHILLELAGH = 911;
|
|
const int VFX_FNF_METEORSWARM_IMPACT = 912;
|
|
const int VFX_FNF_SMP_GATE = 913;
|
|
const int VFX_FNF_ARMAGEDDON = 914;
|
|
const int VFX_DUR_SPHERE_OF_ANHILIATION = 915;
|
|
const int VFX_DUR_CHAOS_CLOAK = 916;
|
|
const int VFX_AOE_DESECRATE_20 = 917;
|
|
const int VFX_AOE_DESECRATE_100 = 918;
|
|
const int VFX_FNF_INVISIBILITY_SPHERE = 919;
|
|
const int VFX_DUR_DAYLIGHT = 920;
|
|
const int VFX_DUR_FLAMING_SPHERE = 921;
|
|
const int VFX_FNF_VAMPIRIC_DRAIN_PRC = 922;
|
|
const int VFX_FNF_BLASPHEMY = 923;
|
|
const int VFX_DUR_SHIELD_OF_LAW = 924;
|
|
const int VFX_DUR_UNHOLY_AURA_SMP = 925;
|
|
const int VFX_DUR_HOLY_AURA_SMP = 926;
|
|
const int VFX_DUR_PROT_IRON_SKIN = 927;
|
|
const int VFX_FNF_EARTHQUAKE_FISSURE = 928;
|
|
const int VFX_FNF_ORDERS_WRATH = 929;
|
|
const int VFX_DUR_RAINBOW_PATTERN = 930;
|
|
const int VFX_FNF_HOLY_SMITE_BATMAN = 931;
|
|
const int VFX_FNF_P2P_TESTER_OF_D3WM = 932;
|
|
const int VFX_FNF_PYRO_FIREWORKS_REDORANGE = 933;
|
|
const int VFX_DUR_BLOOD_FOUNTAIN = 934;
|
|
const int VFX_IMP_DISENTIGRATION_SMP = 935;
|
|
const int VFX_IMP_SPARKS = 936;
|
|
const int VFX_AOE_FORBIDDANCE = 937;
|
|
const int VFX_DUR_CROWN_OF_GLORY = 938;
|
|
const int VFX_DUR_ARMOR_OF_DARKNESS = 939;
|
|
const int VFX_FNF_MAGIC_VESTAMENT = 940;
|
|
const int VFX_DUR_FREEDOM_MOVEMENT = 941;
|
|
const int VFX_PRC_FNF_EARTHQUAKE_SMP = 942;
|
|
const int VFX_DUR_TEMPORAL_STASIS = 943;
|
|
const int VFX_DUR_RESILIENT_SPHERE = 944;
|
|
const int VFX_DUR_DEATHWARD = 945;
|
|
const int VFX_DUR_PHASE_DOOR = 946;
|
|
const int VFX_FNF_SCINTILLATING_PATTERN = 947;
|
|
const int VFX_IMP_DRAGONBLAST = 948;
|
|
const int VFX_FNF_DEEP_SLUMBER = 949;
|
|
const int VFX_AOE_ZONE_OF_TRUTH = 950;
|
|
|
|
const int VFX_IMP_FAERIE_FIRE_BLUE = 951;
|
|
const int VFX_IMP_FAERIE_FIRE_GREEN = 952;
|
|
const int VFX_IMP_FAERIE_FIRE_VIOLET = 953;
|
|
|
|
//Tenser's Floating discs
|
|
const int VFX_DUR_FLOATING_DISK_BLUE = 954;
|
|
const int VFX_DUR_FLOATING_DISK_GREEN = 955;
|
|
const int VFX_DUR_FLOATING_DISK_YELLOW = 956;
|
|
const int VFX_DUR_FLOATING_DISK_ORANGE = 957;
|
|
const int VFX_DUR_FLOATING_DISK_RED = 958;
|
|
const int VFX_DUR_FLOATING_DISK_PURPLE = 959;
|
|
const int VFX_DUR_FLOATING_DISK_GREY = 960;
|
|
|
|
//Recolored Dragon Disciple breath weapon
|
|
const int VFX_FNF_DRAGBREATHACID = 961;
|
|
const int VFX_FNF_DRAGBREATHCOLD = 962;
|
|
const int VFX_FNF_DRAGBREATHELEC = 963;
|
|
const int VFX_FNF_DRAGBREATHSONIC = 964;
|
|
const int VFX_FNF_DRAGBREATHHOLY = 965;
|
|
const int VFX_FNF_DRAGBREATHGAS = 966;
|
|
const int VFX_FNF_DRAGBREATHMIND = 967;
|
|
const int VFX_FNF_DRAGBREATHODD = 968;
|
|
|
|
//Consecrate/Desecrate Effects
|
|
const int VFX_TN_DES_20 = 801;
|
|
const int VFX_TN_DES_100 = 802;
|
|
const int VFX_CON_20 = 803;
|
|
const int VFX_DES_20 = 804;
|
|
|
|
//ioun stones
|
|
const int VFX_IOUN_STONE_GREY = 969;
|
|
const int VFX_IOUN_STONE_ROSE = 970;
|
|
const int VFX_IOUN_STONE_CLEAR = 971;
|
|
const int VFX_IOUN_STONE_PALEBLUE = 972;
|
|
const int VFX_IOUN_STONE_SCARLETBLUE = 973;
|
|
const int VFX_IOUN_STONE_INCANBLUE = 974;
|
|
const int VFX_IOUN_STONE_RED = 975;
|
|
const int VFX_IOUN_STONE_PINK = 976;
|
|
const int VFX_IOUN_STONE_PINKGREEN = 977;
|
|
const int VFX_IOUN_STONE_BLUE = 978;
|
|
const int VFX_IOUN_STONE_PURPLE = 979;
|
|
const int VFX_IOUN_STONE_IRIDESCENT = 980;
|
|
const int VFX_IOUN_STONE_PALEGREEN = 981;
|
|
const int VFX_IOUN_STONE_WHITE = 982;
|
|
const int VFX_IOUN_STONE_LAVENDER = 983;
|
|
const int VFX_IOUN_STONE_LAVENDERGREEN = 984;
|
|
|
|
const int VFX_FNF_ACIDSTORM = 1014;
|
|
const int VFX_FNF_EXPLOSION_ACID = 821;
|
|
const int VFX_FNF_EXPLOSION_COLD = 822;
|
|
const int VFX_DUR_SYMB_DEATH = 783;
|
|
const int VFX_DUR_SYMB_FEAR = 784;
|
|
const int VFX_DUR_SYMB_INSAN = 785;
|
|
const int VFX_DUR_SYMB_PAIN = 786;
|
|
const int VFX_DUR_SYMB_PERS = 787;
|
|
const int VFX_DUR_SYMB_SLEEP = 788;
|
|
const int VFX_DUR_SYMB_STUN = 789;
|
|
const int VFX_DUR_SYMB_WEAK = 790;
|
|
const int VFX_DUR_GLYPH_OF_WARDING_BLUE = 791;
|
|
const int VFX_DUR_GLYPH_OF_WARDING_COLD = 792;
|
|
const int VFX_DUR_GLYPH_OF_WARDING_RED = 793;
|
|
const int VFX_DUR_GLYPH_OF_WARDING_VIOLET = 794;
|
|
const int VFX_DUR_GLYPH_OF_WARDING_WHITE = 795;
|
|
const int VFX_DUR_GLYPH_OF_WARDING_YELLOW = 796;
|
|
|
|
const int VFX_DUR_AURA_CHAOS = 752;//violet
|
|
const int VFX_DUR_AURA_EVIL = 753;//red
|
|
const int VFX_DUR_AURA_GOOD = 754;//yellow
|
|
const int VFX_DUR_AURA_LAW2 = 755;//blue
|
|
const int VFX_DUR_AURA_UNDEAD = 756;//?
|
|
const int VFX_DUR_GR_AURA_CHAOS = 757;
|
|
const int VFX_DUR_GR_AURA_EVIL = 758;
|
|
const int VFX_DUR_GR_AURA_GOOD = 759;
|
|
const int VFX_DUR_GR_AURA_LAW = 760;
|
|
const int VFX_DUR_GR_AURA_UNDEAD = 761;
|
|
const int VFX_DUR_DETECT = 762;
|
|
const int VFX_IMP_DIVINE_STRIKE_ACID = 764;
|
|
const int VFX_IMP_DIVINE_STRIKE_COLD = 765;
|
|
const int VFX_IMP_DIVINE_STRIKE_SONIC = 766; |