generated from Jaysyn/ModuleTemplate
410 lines
24 KiB
Plaintext
410 lines
24 KiB
Plaintext
//:://////////////////////////////////////////////
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// EASY EFFECTS VERSION 3.0
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// March 16, 2003
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//:://////////////////////////////////////////////
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/*
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Modified From Rob Bartel's Witch Wake module which was located by Hrun
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the Barbarian. Glendale Nights from the Bioware forums was a great help in
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creating an initial framework for this script to work in. Peter Poe
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improved the original design and made it much, much more robust. This last
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update adds over 150 Fire N Forget effects.
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Limitations:
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These are are all technically spell effects so they can be dispelled.
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Future Enhancements?
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Alter the dispell spell scripts so that they do not dispell these effects?
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I'm not sure if this is possible.
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------------------
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Standard FX (by Lost Dragon):
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Give the "FX Maker" creature (found in custom creatures under Special Custom 1)
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an FX number (listed below) for its tag. As an example if you wanted to see
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green circles, you'd give the creature a tag of 3. Place the creature on your
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map where you want the effect to show up.
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------------------
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Area FX Addon (by Peter Poe):
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Give the "FX Maker" creature an Area FX number (listed below) for its tag,
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preceded by an "a". By default, these area effects will be only decorative,
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but you can change the event scripts (OnEnter,Heartbeat,OnExit) in the
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EffectAreaOfEffect function below to make fire hurt, bugs bug, etc...
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Example: for an AOE_PER_WALLFIRE (flames on the ground) effect, the tag
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would be a5.
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Waypoint usage:
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If you want to create you FX on a different location than this creature's, create
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a waypoint with a tag of "FXWP_" + the tag of this creature. The nearest waypoint
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with the same tag will be chosen.
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This is expecially useful to create effects on "non-walkable" locations.
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Even though Visual FX work fine everywhere, Area FX seem to be "cut" around
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non-walkable locations. Play with them anyway!
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Example: to create green plants on a roof, give the FX Maker a tag of "2",
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put a waypoint on the roof (or wherever you want), and give it a tag of "FXWP_2".
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------------------
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Fire N Forget FX Addon (By Lost Dragon):
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Fire N Forget FX are called from a trigger called FNF FX Maker. The effects
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are targeted at an invisible object called target_FNF_fx. To use a Fire N Forget
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FX, draw your FNF FX Maker trigger and place a target_FNF_fx placeable close
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to it. The tag of the FNF FX Maker trigger should be one of the FNF values
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listed below (or see the trigger's comment tab). As an example, to make a
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lightning bolt I would use f75 as the trigger's tag.
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------------------
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List of standard effects that work with this script:
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Standard FX NAME FX Number (TAG) Description
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VFX_DUR_BLUR = 0 shimmer on floor
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VFX_DUR_DARKNESS = 1 blob of sheer darkness
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VFX_DUR_ENTANGLE = 2 green plant on floor
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VFX_DUR_FREEDOM_OF_MOVEMENT = 3 green intricate glowy circle
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VFX_DUR_GLOBE_INVULNERABILITY = 4 sphere with wiggly texture
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VFX_DUR_MIND_AFFECTING_NEGATIVE = 7 3d spherical purple and white whirly flying dots
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VFX_DUR_MIND_AFFECTING_POSITIVE = 8 white and blue twirling cone
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VFX_DUR_GHOSTLY_VISAGE = 9 slight blue shimmer on floor
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VFX_DUR_ETHEREAL_VISAGE = 10 purple shimmer on floor
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VFX_DUR_PROT_BARKSKIN = 11 sound but no graphic
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VFX_DUR_PROT_GREATER_STONESKIN = 12 sound but no graphic
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VFX_DUR_PROT_PREMONITION = 13 cloud of blue and purple dots and eyeballs
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VFX_DUR_PROT_SHADOW_ARMOR = 14 sound but no graphic
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VFX_DUR_PROT_STONESKIN = 15 sound but no graphic
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VFX_DUR_SANCTUARY = 16 dancing blue dots in cylindrical formation
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VFX_DUR_WEB = 17 3d spider web formations
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VFX_BEAM_LIGHTNING = 73 plays sound but not graphic
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VFX_DUR_PARALYZE_HOLD = 82 field of white dots and white dancing cylinders
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VFX_DUR_SPELLTURNING = 138 circular lightning effect on floor
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VFX_DUR_ELEMENTAL_SHIELD = 147 circle of fire
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VFX_DUR_LIGHT_BLUE_5 = 153 faint blue light
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VFX_DUR_LIGHT_BLUE_10 = 154 faint xxxx light
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VFX_DUR_LIGHT_BLUE_15 = 155 "
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VFX_DUR_LIGHT_BLUE_20 = 156 "
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VFX_DUR_LIGHT_YELLOW_5 = 157 "
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VFX_DUR_LIGHT_YELLOW_10 = 158 "
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VFX_DUR_LIGHT_YELLOW_15 = 159 "
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VFX_DUR_LIGHT_YELLOW_20 = 160 "
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VFX_DUR_LIGHT_PURPLE_5 = 161 "
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VFX_DUR_LIGHT_PURPLE_10 = 162 "
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VFX_DUR_LIGHT_PURPLE_15 = 163 "
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VFX_DUR_LIGHT_PURPLE_20 = 164 "
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VFX_DUR_LIGHT_RED_5 = 165 "
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VFX_DUR_LIGHT_RED_10 = 166 "
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VFX_DUR_LIGHT_RED_15 = 167 "
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VFX_DUR_LIGHT_RED_20 = 168 "
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VFX_DUR_LIGHT_ORANGE_5 = 169 "
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VFX_DUR_LIGHT_ORANGE_10 = 170 "
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VFX_DUR_LIGHT_ORANGE_15 = 171 "
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VFX_DUR_LIGHT_ORANGE_20 = 172 "
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VFX_DUR_LIGHT_WHITE_5 = 173 "
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VFX_DUR_LIGHT_WHITE_10 = 174 "
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VFX_DUR_LIGHT_WHITE_15 = 175 "
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VFX_DUR_LIGHT_WHITE_20 = 176 "
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VFX_DUR_LIGHT_GREY_5 = 177 "
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VFX_DUR_LIGHT_GREY_10 = 178 "
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VFX_DUR_LIGHT_GREY_15 = 179 "
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VFX_DUR_LIGHT_GREY_20 = 180 "
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VFX_DUR_MIND_AFFECTING_DISABLED = 208 blue and white floaty dots
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VFX_DUR_MIND_AFFECTING_DOMINATED= 209 cylindrical blue, purple, & white rings that dance
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VFX_BEAM_FIRE = 210 plays sound but not graphic
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VFX_BEAM_COLD = 211 "
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VFX_BEAM_HOLY = 212 "
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VFX_BEAM_MIND = 213 "
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VFX_BEAM_EVIL = 214 "
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VFX_BEAM_ODD = 215 "
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VFX_BEAM_FIRE_LASH = 216 "
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VFX_DUR_MIND_AFFECTING_FEAR = 218 flaming flying skulls
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VFX_DUR_GLOBE_MINOR = 220 faint sphere - slightly pink
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VFX_DUR_PROTECTION_ELEMENTS = 224 ascending gold and white dots
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VFX_DUR_PROTECTION_GOOD_MINOR = 225 ascending gold dots
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VFX_DUR_PROTECTION_GOOD_MAJOR = 226 ascending gold streaks
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VFX_DUR_PROTECTION_EVIL_MINOR = 227 ascending red dots
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VFX_DUR_PROTECTION_EVIL_MAJOR = 228 ascending red streaks
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VFX_DUR_MAGICAL_SIGHT = 229 multi-colored floaty eyeballs
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VFX_DUR_WEB_MASS = 230 big spider webs on floor
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VFX_DUR_PARALYZED = 232 red and white glow on floor
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VFX_DUR_ANTI_LIGHT_10 = 248 area darker & somewhat green
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VFX_DUR_MAGIC_RESISTANCE = 249 3d rings of spherical runes
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VFX_DUR_AURA_COLD = 267 big circle of dots in various colors
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VFX_DUR_AURA_FIRE = 268 "
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VFX_DUR_AURA_POISON = 269 "
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VFX_DUR_AURA_DISEASE = 270 "
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VFX_DUR_AURA_ODD = 271 "
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VFX_DUR_AURA_SILENCE = 272 "
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VFX_DUR_AURA_DRAGON_FEAR = 291 "
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VFX_DUR_BARD_SONG = 277 floaty music notes & song
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VFX_DUR_FLAG_RED = 303 flag model in colors
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VFX_DUR_FLAG_BLUE = 304 "
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VFX_DUR_FLAG_GOLD = 305 "
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VFX_DUR_FLAG_PURPLE = 306 "
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VFX_DUR_TENTACLE = 346 dark thrashing tentacles
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Area FX (note that a10 doesn't exist):
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Constant: Tag: Description:
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AOE_PER_FOGACID a0 bright green fog
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AOE_PER_FOGFIRE a1 fire fog
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AOE_PER_FOGSTINK a2 dark green fog
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AOE_PER_FOGKILL a3 red fog
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AOE_PER_FOGMIND a4 blue fog
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AOE_PER_WALLFIRE a5 flames from ground
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AOE_PER_WALLWIND a6 no visible effect
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AOE_PER_WALLBLADE a7 spikes from ground
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AOE_PER_WEB a8 webs
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AOE_PER_ENTANGLE a9 green tentacles
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AOE_PER_DARKNESS a11 complete darkness
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AOE_MOB_CIRCEVIL a12 small circle of pink dots
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AOE_MOB_CIRCGOOD a13 small circle of yellow dots
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AOE_MOB_CIRCLAW a14 no visible effect
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AOE_MOB_CIRCCHAOS a15 no visible effect
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AOE_MOB_FEAR a16 small circle of green dots
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AOE_MOB_BLINDING a17 small circle of pink dots
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AOE_MOB_UNEARTHLY a18 small circle of green dots
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AOE_MOB_MENACE a19 small circle of pink dots
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AOE_MOB_UNNATURAL a20 small circle of green dots
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AOE_MOB_STUN a21 small circle of white dots
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AOE_MOB_PROTECTION a22 small circle of yellow dots
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AOE_MOB_FIRE a23 small circle of orange dots
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AOE_MOB_FROST a24 small circle light blue dots
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AOE_MOB_ELECTRICAL a25 small circle light blue dots
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AOE_PER_FOGGHOUL a26 small area green fog
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AOE_MOB_TYRANT_FOG a27 medium area green fog
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AOE_PER_STORM a28 green rain
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AOE_PER_INVIS_SPHERE a29 no visible effect
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AOE_MOB_SILENCE a30 small circle of white dots
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AOE_PER_DELAY_BLAST_FIREBALL a31 yellow sparkles
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AOE_PER_GREASE a32 black mist
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AOE_PER_CREEPING_DOOM a33 lots of bugs
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AOE_PER_EVARDS_BLACK_TENTACLES a34 black tentacles
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AOE_MOB_INVISIBILITY_PURGE a35 no visible effect
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AOE_MOB_DRAGON_FEAR a36 big circle of green dots
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---------
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Fire N Forget FX NAME FX Number (TAG) Description
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VFX_FNF_BLINDDEAF = f18 big cloud of white sparkles
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VFX_FNF_DISPEL = f19 blue-white magic spiral
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VFX_FNF_DISPEL_DISJUNCTION = f20 purple-blue magic spiral
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VFX_FNF_DISPEL_GREATER = f21 cloudy white starburst
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VFX_FNF_FIREBALL = f22 fireball explosion
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VFX_FNF_FIRESTORM = f23 giant ring of fire
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VFX_FNF_IMPLOSION = f24 smaller ring of fire converges
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VFX_FNF_METEOR_SWARM = f28 meteor shower
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VFX_FNF_NATURES_BALANCE = f29 big green design - birds sing
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VFX_FNF_PWKILL = f30 lightning and arcane symbol
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VFX_FNF_PWSTUN = f31 purple spiral dots with white
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VFX_FNF_SUMMON_GATE = f32 3 rocks pop up with firey center
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VFX_FNF_SUMMON_MONSTER_1 = f33 explosive white-grey cloud
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VFX_FNF_SUMMON_MONSTER_2 = f34 purple symbol with spiral white things
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VFX_FNF_SUMMON_MONSTER_3 = f35 white symbol with flames and purple stuff
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VFX_FNF_SUMMON_UNDEAD = f36 white plasma condensate
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VFX_FNF_SUNBEAM = f37 great yellow sunbeam
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VFX_FNF_TIME_STOP = f38 big clocks
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VFX_FNF_WAIL_O_BANSHEES = f39 ghost woman pops out of ground and screams
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VFX_FNF_WEIRD = f40 3 headed thing comes out of ground
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VFX_FNF_WORD = f41 big yellow thing with rune strips
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VFX_IMP_AC_BONUS = f42 columnar cylindrical strips
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VFX_IMP_ACID_L = f43 small green cloud (clipped on ground)
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VFX_IMP_ACID_S = f44 smaller green cloud (ok on ground)
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VFX_IMP_BLIND_DEAF_M = f46 small spinny circle
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VFX_IMP_BREACH = f47 small sparkly things
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VFX_IMP_CONFUSION_S = f48 very small sparkle
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VFX_IMP_DAZED_S = f49 small white hemispheres with dots
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VFX_IMP_DEATH = f50 glowy white ascension death
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VFX_IMP_DISEASE_S = f51 dark blob of bugs
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VFX_IMP_DISPEL = f52 light blue sparkly cloud
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VFX_IMP_DIVINE_STRIKE_FIRE = f54 stream of fire from above
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VFX_IMP_DIVINE_STRIKE_HOLY = f55 white spiral downward
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VFX_IMP_DOMINATE_S = f56 small white hemispheres
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VFX_IMP_DOOM = f57 small dark cloud with lightning
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VFX_IMP_FLAME_M = f60 flame effect the size of a PC
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VFX_IMP_FLAME_S = f61 tiny flash explosion with smoke
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VFX_IMP_FROST_L = f62 blue explosion with freezy fx
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VFX_IMP_FROST_S = f63 small white explosion with freezy
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VFX_IMP_HASTE = f65 small blue star contracts
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VFX_IMP_HEALING_G = f66 yellow white and blue lines
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VFX_IMP_HEALING_L = f67 blue-n-white spiral cylinders
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VFX_IMP_HEALING_M = f68 white ball drips down to floor
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VFX_IMP_HEALING_S = f69 small blue-n-white cylinders
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VFX_IMP_HEALING_X = f70 big blue shaft of light
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VFX_IMP_HOLY_AID = f71 white spindle-star contracts
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VFX_IMP_KNOCK = f72 spikey spindle star contracts
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VFX_IMP_LIGHTNING_M = f74 big bolt of lightning
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VFX_IMP_LIGHTNING_S = f75 small white spikey
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VFX_IMP_MAGBLUE = f76 small white cloud blast
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VFX_IMP_MAGBLUE2 = f77 bigger white cloud blast
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VFX_IMP_MAGBLUE3 = f78 "
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VFX_IMP_MAGBLUE4 = f79 "
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VFX_IMP_MAGBLUE5 = f80 "
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VFX_IMP_NEGATIVE_ENERGY = f81 red ball and gas
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VFX_IMP_POISON_L = f83 green gas and squishy sound
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VFX_IMP_POISON_S = f84 "
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VFX_IMP_POLYMORPH = f85 green rays and clouds
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VFX_IMP_PULSE_COLD = f86 blue ring wave - fast
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VFX_IMP_PULSE_FIRE = f87 red "
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VFX_IMP_PULSE_HOLY = f88 "
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VFX_IMP_PULSE_NEGATIVE = f89 "
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VFX_IMP_RAISE_DEAD = f90 skeleton arises from white cloud
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VFX_IMP_REDUCE_ABILITY_SCORE = f91 red contracting black aura
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VFX_IMP_REMOVE_CONDITION = f92 colorful confetti sparkles
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VFX_IMP_SILENCE = f93 white contracting circles
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VFX_IMP_SLEEP = f94 sleepy floaty Zzz's
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VFX_IMP_SLOW = f95 purple contracting round star
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VFX_IMP_SONIC = f96 rapidly contracting white rings
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VFX_IMP_STUN = f97 sparkly white ball
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VFX_IMP_SUNSTRIKE = f98 explosive sun ball
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VFX_IMP_UNSUMMON = f99 pillar of light
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VFX_COM_BLOOD_REG_WIMP = f106 blinky red dot
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VFX_COM_BLOOD_LRG_WIMP = f107 bigger "
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VFX_COM_BLOOD_CRT_WIMP = f108 bigger still "
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VFX_COM_BLOOD_REG_RED = f109 small red dot
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VFX_COM_BLOOD_REG_GREEN = f110 " xxx "
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VFX_COM_BLOOD_REG_YELLOW = f111 "
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VFX_COM_BLOOD_LRG_RED = f112 dot
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VFX_COM_BLOOD_LRG_GREEN = f113 "
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VFX_COM_BLOOD_LRG_YELLOW = f114 "
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VFX_COM_BLOOD_CRT_RED = f115 "
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VFX_COM_BLOOD_CRT_GREEN = f116 "
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VFX_COM_BLOOD_CRT_YELLOW = f117 "
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VFX_COM_SPARKS_PARRY = f118 tiny spark
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VFX_COM_CHUNK_RED_SMALL = f121 small body chunk spew
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VFX_COM_CHUNK_RED_MEDIUM = f122 med "
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VFX_COM_CHUNK_GREEN_SMALL = f123 small green chunk spew
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VFX_COM_CHUNK_GREEN_MEDIUM = f124 med "
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VFX_COM_CHUNK_YELLOW_SMALL = f125 small yellow chunk spew
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VFX_COM_CHUNK_YELLOW_MEDIUM = f126 med "
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VFX_IMP_IMPROVE_ABILITY_SCORE = f139 small colorful upward spiral
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VFX_IMP_CHARM = f140 small purple cloud
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VFX_IMP_MAGICAL_VISION = f141 small spiral with some dots
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VFX_IMP_DEATH_WARD = f146 purple flowy cylinder
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VFX_IMP_MAGIC_PROTECTION = f149 blue particle cloud that flows
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VFX_IMP_SUPER_HEROISM = f150 spikes of white light from ground
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VFX_IMP_ELEMENTAL_PROTECTION = f152 fire turns to green
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VFX_FNF_SOUND_BURST = f183 concussive blast with waves
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VFX_FNF_STRIKE_HOLY = f184 yellow shaft of light
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VFX_FNF_LOS_EVIL_10 = f185 red and purple shaft goes up
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VFX_FNF_LOS_EVIL_20 = f186 med red circle and shaft up
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VFX_FNF_LOS_EVIL_30 = f187 big red circle and shaft up
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VFX_FNF_LOS_HOLY_10 = f188 golden circle and shaft up
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VFX_FNF_LOS_HOLY_20 = f189 med. "
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VFX_FNF_LOS_HOLY_30 = f190 big "
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VFX_FNF_LOS_NORMAL_10 = f191 fast white ring outward
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VFX_FNF_LOS_NORMAL_20 = f192 "
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VFX_FNF_LOS_NORMAL_30 = f193 "
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VFX_IMP_HEAD_ACID = f194 4 green blobs upward
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VFX_IMP_HEAD_FIRE = f195 4 red blobs upward
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VFX_IMP_HEAD_SONIC = f196 4 white blobs upward
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VFX_IMP_HEAD_ELECTRICITY = f197 4 electrical blobs
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VFX_IMP_HEAD_COLD = f198 4 xxx "
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VFX_IMP_HEAD_HOLY = f199 4 "
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VFX_IMP_HEAD_NATURE = f200 4 "
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VFX_IMP_HEAD_HEAL = f201 4 "
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VFX_IMP_HEAD_MIND = f202 4 "
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VFX_IMP_HEAD_EVIL = f203 4 "
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VFX_IMP_HEAD_ODD = f204 4 "
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VFX_IMP_DEATH_L = f217 white blob strained upwards
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VFX_FNF_SUMMON_CELESTIAL = f219 3 rocks from ground, light in middle
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VFX_IMP_RESTORATION_LESSER = f221 4 whispy white blobs
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VFX_IMP_RESTORATION = f222 blob disintegrates to particles
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VFX_IMP_RESTORATION_GREATER = f223 yellow and blue circling spiral
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VFX_FNF_ICESTORM = f231 great blue icycles from above
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VFX_IMP_DESTRUCTION = f234 screen bump, purple dot
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VFX_COM_CHUNK_RED_LARGE = f235 big red chunk spew
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VFX_COM_CHUNK_BONE_MEDIUM = f236 dusty bone spew
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VFX_COM_BLOOD_SPARK_SMALL = f237 small electrical spark
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VFX_COM_BLOOD_SPARK_MEDIUM = f238 med "
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VFX_COM_BLOOD_SPARK_LARGE = f239 big "
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VFX_FNF_HORRID_WILTING = f241 bog with firey spewers
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VFX_IMP_HARM = f246 red light shaft from above
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VFX_IMP_MAGIC_RESISTANCE_USE = f250 small puff of smoke
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VFX_IMP_GLOBE_USE = f251 globe of white symbols
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VFX_IMP_WILL_SAVING_THROW_USE = f252 small blue dot flows up
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VFX_IMP_SPIKE_TRAP = f253 spikes from the ground
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VFX_IMP_SPELL_MANTLE_USE = f254 blue grid enclosure
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VFX_IMP_FORTITUDE_SAVING_THROW_USE = f255 purple dot flows upward
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VFX_IMP_REFLEX_SAVE_THROW_USE = f256 green dot flows upward
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VFX_FNF_GAS_EXPLOSION_ACID = f257 green explosion and gas
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VFX_FNF_GAS_EXPLOSION_EVIL = f258 xxx explosion and gas
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VFX_FNF_GAS_EXPLOSION_NATURE = f259 "
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VFX_FNF_GAS_EXPLOSION_FIRE = f260 "
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VFX_FNF_GAS_EXPLOSION_GREASE = f261 black smoke upwards
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VFX_FNF_GAS_EXPLOSION_MIND = f262 blue explosion and gas
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VFX_FNF_SMOKE_PUFF = f263 puff of grey smoke
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VFX_IMP_PULSE_WATER = f264 fast blue expand ring out
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VFX_IMP_PULSE_WIND = f265 " xxx
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VFX_IMP_PULSE_NATURE = f266 " xxx
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VFX_FNF_HOWL_MIND = f278 big expanding blue ring
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VFX_FNF_HOWL_ODD = f279 expanding ring
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VFX_COM_HIT_FIRE = f280 small fire effect
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VFX_COM_HIT_FROST = f281 small ice effect
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VFX_COM_HIT_ELECTRICAL = f282 " xxx "
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VFX_COM_HIT_ACID = f283 "
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VFX_COM_HIT_SONIC = f284 "
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VFX_FNF_HOWL_WAR_CRY = f285 expanding ring
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VFX_FNF_SCREEN_SHAKE = f286 screen shakes around(earthquake)
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VFX_FNF_SCREEN_BUMP = f287 screen bumps once
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VFX_COM_HIT_NEGATIVE = f288 small red dot
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VFX_COM_HIT_DIVINE = f289 small yellow dot
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VFX_FNF_HOWL_WAR_CRY_FEMALE = f290 exploding large white ring out
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*/
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void main()
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{
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string sTag = GetTag(OBJECT_SELF);
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int nEffect;
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object oFXTarget;
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effect eVisualFX;
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location lFXLocation;
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if (GetIsObjectValid(GetNearestObjectByTag("FXWP_" + sTag,OBJECT_SELF,1)) == TRUE) //Checks if FX has to be applied elsewhere (at the nearest waypoint with FXWP_*** tag)
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lFXLocation = GetLocation(GetNearestObjectByTag("FXWP_" + sTag,OBJECT_SELF,1));
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else
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lFXLocation = GetLocation(OBJECT_SELF);
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if (GetStringLeft(sTag, 1) == "a") //Is this an Area FX...
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{
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if (GetStringLength(sTag) == 2)
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nEffect = StringToInt(GetStringRight(sTag,1));
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else
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nEffect = StringToInt(GetStringRight(sTag,2));
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//Remove "null","null","null" if you want the specified effect's default OnEnter, Heartbeat and OnExit scripts to run.
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eVisualFX = EffectAreaOfEffect(nEffect,"null","null","null");
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ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, eVisualFX,lFXLocation);
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}
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if (GetStringLeft(sTag, 1) == "f") //Is this a Fire-n-Forget FX...
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{
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if (GetStringLength(sTag) == 3) // if tag is only 3 characters, just get the last two
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nEffect = StringToInt(GetStringRight(sTag,2));
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else
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nEffect = StringToInt(GetStringRight(sTag,3)); // otherwise it must be 3 numbers long so get all 3
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eVisualFX = EffectVisualEffect(nEffect);
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oFXTarget = GetNearestObjectByTag("target_FNF_fx");
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ApplyEffectToObject (DURATION_TYPE_TEMPORARY, eVisualFX, oFXTarget);
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}
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else // is it a standard Visual FX?
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{
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nEffect = StringToInt(sTag);
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eVisualFX = EffectVisualEffect(nEffect);
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oFXTarget = CreateObject(OBJECT_TYPE_PLACEABLE, "fxbox", lFXLocation);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVisualFX,oFXTarget);
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}
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DelayCommand(1.0, DestroyObject(OBJECT_SELF)); // leave this here if you want the npc/creature destroyed and the effect on the trigger to play only once
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}
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