//:://///////////////////////////////////////////// //:: Visual Effect constant include //:: inc_vfx_const //:://///////////////////////////////////////////// /* Constants for vfx present in visualeffects.2da that do not have a constant defined by bioware. */ //::////////////////////////////////////////////// //::////////////////////////////////////////////// ////////////////////////////////////////////////// /* Unenumerated BW VFX */ ////////////////////////////////////////////////// const int VFX_COM_BLOOD_REG_WIMPY = 296; const int VFX_COM_BLOOD_LRG_WIMPY = 297; const int VFX_COM_BLOOD_CRT_WIMPY = 298; const int VFX_COM_BLOOD_REG_WIMPG = 299; const int VFX_COM_BLOOD_LRG_WIMPG = 300; const int VFX_COM_BLOOD_CRT_WIMPG = 301; const int VFX_COM_BLOOD_CRT_RED_HEAD = 491; const int VFX_COM_BLOOD_CRT_GREEN_HEAD = 492; const int VFX_COM_BLOOD_CRT_YELLOW_HEAD = 493; const int VFX_IMP_LEAF = 132; const int VFX_IMP_CLOUD = 133; const int VFX_IMP_WIND = 134; const int VFX_IMP_ROCKEXPLODE = 135; const int VFX_IMP_ROCKEXPLODE2 = 136; const int VFX_IMP_ROCKSUP = 137; const int VFX_IMP_DESTRUCTION_LOW = 302; const int VFX_IMP_PULSE_BOMB = 469; const int VFX_IMP_SILENCE_NO_SOUND = 470; const int VFX_BEAM_FLAME = 444; const int VFX_DUR_GHOSTLY_PULSE_QUICK = 295; const int VFX_DUR_PROT_ACIDSHIELD = 448; const int VFX_DUR_BARD_SONG_SILENT = 468; const int VFX_DUR_CONECOLD_HEAD = 490; const int VFX_DUR_BARD_SONG_EVIL = 507; const int VFX_FNF_SPELL_FAIL_HEA = 292; const int VFX_FNF_SPELL_FAIL_HAND = 293; const int VFX_FNF_HIGHLIGHT_FLASH_WHITE = 294; const int VFX_FNF_SCREEN_SHAKE2 = 356; const int VFX_FNF_HELLBALL = 464; const int VFX_FNF_TELEPORT_IN = 471; const int VFX_FNF_TELEPORT_OUT = 472; const int VFX_FNF_DRAGBREATHGROUND = 494; const int VFX_CONJ_MIND = 466; const int VFX_CONJ_FIRE = 467; const int SCENE_WEIRD = 323; const int SCENE_EVARD = 346; const int SCENE_TOWER = 347; const int SCENE_TEMPLE = 348; const int SCENE_LAVA = 349; const int SCENE_LAVA2 = 350; const int SCENE_WATER = 401; const int SCENE_GRASS = 402; const int SCENE_FORMIAN1 = 404; const int SCENE_FORMIAN2 = 405; const int SCENE_PITTRAP = 406; const int SCENE_ICE = 426; const int SCENE_MFPillar = 427; const int SCENE_MFWaterfall = 428; const int SCENE_MFGroundCover = 429; const int SCENE_MFGroundCover2 = 430; const int SCENE_MF6 = 431; const int SCENE_MF7 = 432; const int SCENE_MF8 = 433; const int SCENE_MF9 = 434; const int SCENE_MF10 = 435; const int SCENE_MF11 = 436; const int SCENE_MF12 = 437; const int SCENE_MF13 = 438; const int SCENE_MF14 = 439; const int SCENE_MF15 = 440; const int SCENE_MF16 = 441; const int SCENE_ICE_CLEAR = 442; const int SCENE_EVIL_CASTLE_WALL = 443; const int SCENE_BUILDING = 449; const int SCENE_BURNED_RUBBLE = 450; const int SCENE_BURNING_HALF_HOUSE = 451; const int SCENE_RUINED_ARCH = 452; const int SCENE_SOLID_ARCH = 453; const int SCENE_BURNED_RUBBLE_2 = 454; const int SCENE_MARKET_1 = 455; const int SCENE_MARKET_2 = 456; const int SCENE_GAZEBO = 457; const int SCENE_WAGON = 458; const int SCENE_SEWER_WATER = 461; const int SCENE_BLACK_TILE = 506; const int SCENE_PRISON_FLOOR = 511; const int WELL = 358; const int NORMAL_ARROW = 357; const int NORMAL_DART = 359; ////////////////////////////////////////////////// /* shadguy's spell VFX (visual effects) library */ ////////////////////////////////////////////////// // retextured magic missle effects // // Note: in game, these are a bit flakey; the engine tries to apply these as // an impact VFX right away, even before the MIRV itself lands on target. // // I also tried Mirv's with chunk models - using the black skull from the mind // fear effect. It looked even dumber manifesting at the target before impact. const int VFX_IMP_MIRV_SILENT = 1000; const int VFX_IMP_MIRV_DN_YELLOW = 1001; const int VFX_IMP_MIRV_DN_RED = 1002; const int VFX_IMP_MIRV_DN_GREEN = 1003; const int VFX_IMP_MIRV_DN_VIOLET = 1004; const int VFX_IMP_MIRV_DN_CYAN = 1005; const int VFX_IMP_MIRV_DN_PURPLE = 1006; const int VFX_IMP_MIRV_DN_MAGENTA = 1007; const int VFX_IMP_MIRV_DN_LAWNGREEN = 1008; const int VFX_IMP_MIRV_DN_ORANGE = 1009; const int VFX_IMP_MIRV_DN_SPRINGGREEN = 1010; const int VFX_IMP_MIRV_DN_STEELBLUE = 1011; const int VFX_IMP_MIRV_DN_ECTO = 1012; const int VFX_IMP_MIRV_DN_SOUNDFX = 1013; // recolored AID VFX: const int VFX_IMP_HOLY_AID_DN_SILENT = 1017; const int VFX_IMP_HOLY_AID_DN_GREEN = 1018; const int VFX_IMP_HOLY_AID_DN_CYAN = 1019; const int VFX_IMP_HOLY_AID_DN_ORANGE = 1020; const int VFX_IMP_HOLY_AID_DN_RED = 1021; const int VFX_IMP_HOLY_AID_DN_BLUE = 1022; const int VFX_IMP_HOLY_AID_DN_PURPLE = 1023; const int VFX_IMP_HOLY_AID_DN_SOUNDFX = 1024; //recolored Word of Faith VFX, slightly bastardized; nwmax wouldn't import the higres version, so these are all based on teh low res version const int VFX_FNF_WORD_DN_SILENT = 1028; const int VFX_FNF_WORD_DN_GREEN = 1029; const int VFX_FNF_WORD_DN_CYAN = 1030; const int VFX_FNF_WORD_DN_BLUE = 1031; const int VFX_FNF_WORD_DN_PURPLE = 1032; const int VFX_FNF_WORD_DN_RED = 1033; const int VFX_FNF_WORD_DN_ORANGE = 1034; const int VFX_FNF_WORD_DN_SOUNDFX = 1035; //attempted recolor of Power Word Stun that turned out screwy but useable; //I'll recommend using them in combo with silent version of stuff like timestop below const int VFX_FNF_PW_DN_YG = 1039; const int VFX_FNF_PW_DN_GB = 1040; const int VFX_FNF_PW_DN_BP = 1041; const int VFX_FNF_PW_DN_PR = 1042; const int VFX_FNF_PW_DN_RY = 1043; const int VFX_FNF_PW_DN_STUN_SOUNDFX = 1044; const int VFX_FNF_PW_DN_KILL_SOUNDFX = 1045; // recolored time stop VFX const int VFX_IMP_TIME_STOP_DN_SOUNDFX = 1049; const int VFX_IMP_TIME_STOP_DN_RED = 1050; const int VFX_IMP_TIME_STOP_DN_ORANGE = 1051; const int VFX_IMP_TIME_STOP_DN_YELLOW = 1052; const int VFX_IMP_TIME_STOP_DN_GREEN = 1053; const int VFX_IMP_TIME_STOP_DN_BLUE = 1054; const int VFX_IMP_TIME_STOP_DN_PURPLE = 1055; const int VFX_IMP_TIME_STOP_DN_SILENT = 1056; // recolored blindness and deafness const int VFX_IMP_BLINDDEAD_DN_RED = 1060; const int VFX_IMP_BLINDDEAD_DN_YELLOW = 1061; const int VFX_IMP_BLINDDEAD_DN_GREEN = 1062; const int VFX_IMP_BLINDDEAD_DN_CYAN = 1063; const int VFX_IMP_BLINDDEAD_DN_BLUE = 1064; const int VFX_IMP_BLINDDEAD_DN_PURPLE = 1065; const int VFX_IMP_BLINDDEAD_DN_SOUNDFX = 1066; // recolored magic eye VFX const int VFX_MAGICAL_VISION_DN_GREEN = 1070; const int VFX_MAGICAL_VISION_DN_RED = 1071; const int VFX_MAGICAL_VISION_DN_SOUNDFX = 1075; // recolored healing_s const int VFX_IMP_HEALING_S_VIO = 1079; const int VFX_IMP_HEALING_S_MAG = 1080; const int VFX_IMP_HEALING_S_ORA = 1081; const int VFX_IMP_HEALING_S_LAW = 1082; const int VFX_IMP_HEALING_S_SPR = 1083; const int VFX_IMP_HEALING_S_SILENT = 1094; const int VFX_IMP_HEALING_S_RED = 1085; const int VFX_IMP_HEALING_S_SOUNDFX = 1086; const int VFX_IMP_HEALING_HARM_SOUNDFX = 1087; // recolored healing_m const int VFX_IMP_HEALING_M_PUR = 1091; const int VFX_IMP_HEALING_M_MAG = 1092; const int VFX_IMP_HEALING_M_YEL = 1093; const int VFX_IMP_HEALING_M_CYA = 1094; const int VFX_IMP_HEALING_M_SILENT = 1095; const int VFX_IMP_HEALING_M_RED = 1096; const int VFX_IMP_HEALING_M_SOUNDFX = 1097; // recolored healing_l const int VFX_IMP_HEALING_L_MAG = 1101; const int VFX_IMP_HEALING_L_ORA = 1102; const int VFX_IMP_HEALING_L_LAW = 1103; const int VFX_IMP_HEALING_L_SPR = 1104; const int VFX_IMP_HEALING_L_VIO = 1105; const int VFX_IMP_HEALING_L_RED = 1106; const int VFX_IMP_HEALING_L_SILENT = 1107; const int VFX_IMP_HEALING_L_SOUNDFX = 1108; // recolored healing_G const int VFX_IMP_HEALING_G_MAG = 1112; const int VFX_IMP_HEALING_G_LAW = 1113; const int VFX_IMP_HEALING_G_SPR = 1114; const int VFX_IMP_HEALING_G_VIO = 1115; const int VFX_IMP_HEALING_G_RED = 1116; const int VFX_IMP_HEALING_G_SILENT = 1117; const int VFX_IMP_HEALING_G_SOUNDFX = 1118; // recolored healing_X const int VFX_IMP_HEALING_X_MAG = 1122; const int VFX_IMP_HEALING_X_ORA = 1123; const int VFX_IMP_HEALING_X_LAW = 1124; const int VFX_IMP_HEALING_X_SPR = 1125; const int VFX_IMP_HEALING_X_VIO = 1126; const int VFX_IMP_HEALING_X_SILENT = 1127; const int VFX_IMP_HEALING_X_SOUNDFX = 1128; // recolored magic impact VFX - these are for use with the recolorded MIRV (magic missile) FX const int VFX_IMP_MAGCYA = 1132; const int VFX_IMP_MAGBLU = 1133; const int VFX_IMP_MAGVIO = 1134; const int VFX_IMP_MAGPUR = 1135; const int VFX_IMP_MAGRED = 1136; const int VFX_IMP_MAGMAG = 1137; const int VFX_IMP_MAGORA = 1138; const int VFX_IMP_MAGYEL = 1139; const int VFX_IMP_MAGLAW = 1140; const int VFX_IMP_MAGGRN = 1141; const int VFX_IMP_MAG_SOUNDFX = 1142; // tornadoheal VFX recolored const int VFX_IMP_TORNADO_L_SILENT = 990; const int VFX_IMP_TORNADO_L_MAG = 991; const int VFX_IMP_TORNADO_L_ORA = 992; const int VFX_IMP_TORNADO_L_LAW = 993; const int VFX_IMP_TORNADO_L_SPR = 994; const int VFX_IMP_TORNADO_L_VIO = 995; const int VFX_IMP_TORNADO_L_RED = 996; const int VFX_IMP_TORNADO_L_SOUNDFX = 997; // recolored flame_M effects const int VFX_IMP_FLAME_M_SILENT = 1157; const int VFX_IMP_FLAME_M_CYAN = 1158; const int VFX_IMP_FLAME_M_GREEN = 1159; const int VFX_IMP_FLAME_M_MAGENTA = 1160; const int VFX_IMP_FLAME_M_PURPLE = 1161; const int VFX_IMP_FLAME_M_SOUNDFX = 1162; // recolored spell mantle ground VFX. I tried the impact VFX to and didn't get them working yet. const int VFX_DUR_SPELLTURNING_SILENT = 1166; const int VFX_DUR_SPELLTURNING_P = 1167; const int VFX_DUR_SPELLTURNING_R = 1168; const int VFX_DUR_SPELLTURNING_Y = 1169; const int VFX_DUR_SPELLTURNING_G = 1170; const int VFX_DUR_SPELLTURNING_C = 1171; const int VFX_DUR_SPELLTURNING_O = 1172; const int VFX_DUR_SPELLTURNING_V = 1173; const int VFX_DUR_SPELLTURNING_S = 1174; const int VFX_DUR_SPELLTURNING_M = 1175; const int VFX_DUR_SPELLTURNING_SOUNDFX = 1176; // recolored Magic resistence VFX rings const int VFX_DUR_MAGIC_RESISTANCE_SILENT = 1180; const int VFX_DUR_MAGIC_RESISTANCE_G = 1181; const int VFX_DUR_MAGIC_RESISTANCE_B = 1182; const int VFX_DUR_MAGIC_RESISTANCE_P = 1183; const int VFX_DUR_MAGIC_RESISTANCE_O = 1184; const int VFX_DUR_MAGIC_RESISTANCE_Y = 1185; const int VFX_DUR_MAGIC_RESISTANCE_SOUNDFX = 1186; // recolored IMP Magic VFX (the impact for "Spell Resistence") const int VFX_IMP_MAGIC_PROTECTION_SILENT = 1190; const int VFX_IMP_MAGIC_PROTECTION_G = 1191; const int VFX_IMP_MAGIC_PROTECTION_B = 1192; const int VFX_IMP_MAGIC_PROTECTION_P = 1193; const int VFX_IMP_MAGIC_PROTECTION_O = 1194; const int VFX_IMP_MAGIC_PROTECTION_Y = 1195; const int VFX_IMP_MAGIC_PROTECTION_SOUND = 1196; // recolored holy strike VFX const int VFX_FNF_STRIKE_HOLY_SILENT = 1200; const int VFX_FNF_STRIKE_HOLY_G = 1201; const int VFX_FNF_STRIKE_HOLY_C = 1202; const int VFX_FNF_STRIKE_HOLY_B = 1203; const int VFX_FNF_STRIKE_HOLY_P = 1204; const int VFX_FNF_STRIKE_HOLY_R = 1205; const int VFX_FNF_STRIKE_HOLY_O = 1206; const int VFX_FNF_STRIKE_HOLY_SOUNDFX = 1207; // recolored ability score buff VFX const int VFX_IMP_IMPROVE_ABILITY_SCORE_SILENT = 1211; const int VFX_IMP_IMPROVE_ABILITY_SCORE_A = 1212; const int VFX_IMP_IMPROVE_ABILITY_SCORE_B = 1213; const int VFX_IMP_IMPROVE_ABILITY_SCORE_C = 1214; const int VFX_IMP_IMPROVE_ABILITY_SCORE_D = 1215; const int VFX_IMP_IMPROVE_ABILITY_SCORE_E = 1216; const int VFX_IMP_IMPROVE_ABILITY_SCORE_SOUNDFX = 1217; // recolroed "reduce ability score" vfx, with the darkness FX removed const int VFX_IMP_REDUCE_ABILITY_SCORE_RED = 1221; const int VFX_IMP_REDUCE_ABILITY_SCORE_YEL = 1222; const int VFX_IMP_REDUCE_ABILITY_SCORE_ORA = 1223; const int VFX_IMP_REDUCE_ABILITY_SCORE_GRN = 1224; const int VFX_IMP_REDUCE_ABILITY_SCORE_CYA = 1225; const int VFX_IMP_REDUCE_ABILITY_SCORE_BLU = 1226; const int VFX_IMP_REDUCE_ABILITY_SCORE_PUR = 1227; const int VFX_IMP_REDUCE_ABILITY_SCORE_SOUNDFX = 1228; // Nother Set of Shadguy/DN VFX const int TOF_VFX_ALARM_AUDIBLE = 1229; const int TOF_VFX_ALARM_MENTAL = 1230; const int VFX_COM_HIT_NEGATIVE2 = 1231; const int VFX_COM_HIT_POSITIVE = 1232; const int VFX_IMP_UNSUMMON_RED = 1233; const int VFX_IMP_UNSUMMON_YEL = 1234; const int VFX_FNF_LOS_GREEN_10 = 1235; const int VFX_FNF_LOS_GREEN_20 = 1236; const int VFX_FNF_LOS_GREEN_30 = 1237; const int VFX_FNF_LOS_BLUE_10 = 1238; const int VFX_FNF_LOS_BLUE_20 = 1239; const int VFX_FNF_LOS_BLUE_30 = 1240; const int TOF_VFX_FNF_ALARM_DINGDONG = 1241; const int VFX_IMP_LONGSTRIDER = 1242; const int VFX_FNF_RUSTING_GRASP = 1243; const int VFX_IMP_EXPRETREAT = 1244; const int VFX_DUR_ROOTED_TO_SPOT = 1245; const int VFX_IMP_DAWN = 1246; const int VFX_DUR_MARK_OF_THE_HUNTER = 1247; const int VFX_DUR_HEARD = 1248; const int VFX_DUR_SEEN = 1249; const int VFX_IMP_SOUND_SYMBOL_NEC = 1250; const int VFX_IMP_SOUND_SYMBOL_EVO = 1251; const int VFX_IMP_SOUND_SYMBOL_ENC = 1252; const int VFX_IMP_SOUND_SYMBOL_DEATH = 1253; 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;