/*::////////////////////////////////////////////// //:: Name Spell Visual effect Constants //:: FileName SMP_INC_VISUALS //::////////////////////////////////////////////// This is the visuals missing from Bioware's constants list, and new ones, from visualeffects.2da file. Oh, and now includes the spells.2da visuals, especially projectiles. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ /* First: Projectiles and spells.2da entries -------------------------------------------------------------------------------- Ok, basically, this is a list of all projectiles, effects, etc. by Bioware: Bioware only: ConjAnim (Where the caster puts his hands before impact script) hand - Hands are out normally, waving around head - Hands are up in the air waving around **** - Should act like hand CastAnim (Where the caster puts his hands after impact script) area - touch - One hand outstretched, touching something self - out - Both hands outwards, like Magic Missile up - Both hands upwards, for mainly divine calling spells/call lightning attack - Attack with the currently equipped weapon. creature - For "Suck Brain", the Mindflayer thing, it attacks/attaches the creature. **** - Should act as out. SS = Suitable sound. Most of these with 01 next to them go up to 03, or should do. CONJURATION (BEFORE impact script): ------------ ConjHeadVisual (On the head/above the head of the caster) ------ (Most use "up" and "head" as the casting and conjuring animations) vco_mehedelec01 - Electricity above head (SS: sco_mehedelec01) vco_mehanelec02 - Like above. Ethereal Visage. vco_mehanelec03 - Like above, Premonition vco_mehanheal02 - Healing (Mass Heal) vco_mehanheal03 - Healing, woo. (Heal, critical) vco_mehedodd01 - Doom vco_mehanodd02 - Gate vco_mehanodd03 - Summon Monster IX (9) vco_mehansonc02 - Energy drain (?!) Power word kill vco_mehedholy01 - Hammer of the Gods (and healing ones) vco_mehanholy02 - Turn Undead! vco_mehanholy03 - Divine Power. vco_smhannatr01 - Grease (Nature stuff) vco_smhanmind01 - Invisibility sphere/Mind blank/Prot Spells. vco_mehanmind02 - Time Stop, true seeing. vco_mehanevil03 - Meteor Swarm, Destruction. vco_mehedevil01 - Unholy Aura. vco_swar3blue - Cold coneness. vco_mehancold03 - Ice Storm. vco_mehanfire01 - Energy Buffer vco_mehedodd01 - Odd, for Battletide. vco_smhannatr01 - For Vice Mine impeed movement. ------ ConjHandVisual (On/infront of the hands of the caster) ------ (Most use "hand" and "area, touch, self, out" as the casting and conjuring animations) ME ones... vco_mebalacid01 - Acid hands (Green). (SS: sco_mebalacid01) vco_mehancold03 - Cold hands (Blue) (SS: vco_mehancold03) (Note: Magic missile) vco_mebalelec01 - Electric 1 (Blue/White) hands. (SS: sco_mebalelec01) vco_mebalelec02 - Electric 2 (Blue/White) hands. (SS: sco_mebalelec02) vco_mehanevil01 - Evil 1 (Negative Red) hands. (SS: sco_mehanevil01) vco_mehanevil02 - Evil 2 (Negative Red) hands, used along with GrndVisual vco_lgrinevil01. Same sound as above. vco_mehanevil03 - Evil 3 (Negative Red) hands. (SS: sco_mehanevil03) vco_mebalfire01 - Fire 1. (Red flames) hands, (SS: sco_mebalfire01) (No 02 version) vco_mehanfire03 - Fire 3 Bigger. (Red flame) hands, (SS: sco_mehanfire03) vco_mehanodd01 - Odd hands 1 (Bulls_Strength) (SS: sco_mehanodd01 vco_mehanodd02 - Odd hands 2 (Blindness/Deafness) (SS: sco_mehanodd02) vco_mehanodd03 - Odd hands 3 (Summon Monster IV) (SS: sco_mehanodd03) vco_mebalsonc01 - Sonic (White stuff) hands (SS: sco_mebalsonc01) SM ones... vco_smbalfire01 - Fire 1. (Red flames) hands, (SS: sco_mebalfire01) (No 02 version) vco_smhanfire03 - Fire 3 Bigger. (Red flame) hands, (SS: sco_mehanfire03) vco_smhanholy1 - Holy (Yellow) hands. (SS: sco_mehanholy01) vco_smhanheal01 - Heal 1 (Lesser healing) (Blue/White) hands (SS: sco_mehanheal01) There is no 02 version, but there is a sound for it: (SS: sco_mehanheal02) vco_smhanheal03 - Heal 3 (Better healing) (Blue/White) hands (SS: sco_mehanheal03) vco_smhanmind01 - Mind 1 (Purply) hands. (SS: sco_mehanmind01) (Charm, mind spells) vco_smhanmind01 - Mind 2 (Purply) hands. (SS: sco_mehanmind02) ( " " ) vco_smhannatr01 - Nature 1 (Green/Brown) hands (SS: sco_mehannatr01) vco_smhannatr02 - Nature 2 (Green/Brown) hands (SS: sco_mehannatr02) ------ ConjGrndVisual (On the ground around the caster) ------ (Can be used with any animations, its on the ground duh!) CASTING (AFTER impact script): ------------ CastHeadVisual (On the head/above the head of the caster) ------ ------ CastHandVisual (On/infront of the hands of the caster) ------ ------ CastGrndVisual (On the ground around the caster) ------ Projectiles: From the casters hands to the location/target. ------ ProjModel - ProjType - ProjSpwnPoint - ProjSound - ProjOrientation ------ - - - - ------ And these are required ones/ones done by the spellmans team: ------ -------------------------------------------------------------------------------- Second: Sounds: List of sounds from the spells.2da, at the moment. Odd ones: spr_beholdbeam - Maybe a casting sound, but very long, and unused. Not a VFX either. ConjSoundVFX (Sound when conjuring the spell - before impact script) ------ A-Z Note: Should break a few of these rules and use any for any spell/visual, if suitable. Odd one for create dead sco_grndskul - "Ground" skulls for the spell visual, Create Dead/Greater undead "large" versions? Not many spells use these, mainly only one per sound. sco_lgrinelec01 - Electrical, different to above (Globe of Invunrability) sco_lgrinevil01 - Evil summoning (Finger of Death, Energy Drain etc) sco_lgrinfire01 - Firey (Elemental Swarm) sco_lgrinheal01 - Healing (Mass Heal, Heal) sco_lgrinholy01 - Holy (Raise Dead) sco_lgrinmind01 - Mind affecting (Mass Charm) sco_lgrinodd01 - Odd - more summoning type of thing (Mass Blindness/Deafness) (Seem to be mainly large "Ground" spells, and as above, one per sound?) sco_lgsprelec01 - Electrical (Invisibility Purge) sco_lgsprevil01 - Evil (Cloudkill) sco_lgsprfire01 - Fire (Incendiary cloud) sco_lgsprholy01 - Holy (Ressurection) sco_lgsprmind01 - Mind (Dominate Monster) sco_lgsprnatr01 - Nature (Storm of Vengance) sco_lgsprodd01 - Odd (Greater Planar Binding) (Seems to be large "Up" versions, and as above, one per sound?) sco_lgupelec01 - Electircal (Mordenkainens Sword, Black Blade) sco_lgupevil01 - Evil (Gate) sco_lgupfire01 - Fire (Meteor Swarm) sco_lgupholy01 - Holy (Greater Restoration, Undeath to Death) sco_lgupmind01 - Mind (Ethereal Visage, Mordenkainen's Disjunction) sco_lgupnatr01 - Nature (Natures balance, Sunbeam) sco_lgupnatr01 - Nature (Natures balance, Sunbeam) sco_lgupsonc01 - Sonic (NO SPELLS USE THIS!) - Usually is an AOE spell of some kind. sco_mebalacid01 - Acidic Sound for conjuring. (Acid Fog) sco_mebalelec01 - Electric sound for conjuring. (Hold animal) sco_mebalfire01 - Firery sound for conjuring. (Delayed Fireball Blast) sco_mebalodd01 - "Odd" sound for conjuring. (Lesser Planar Binding) sco_mebalsonc01 - Sonic sound for conjuring. (Glymph of Warding) - Usually used with "ConjGrndVisual" stated. sco_megrdevil01 - "Evil/Devil" sound for conjuring. (Evards Black Tentacles) sco_megrdfire01 - Fire sound for conjuring. (Wall of Fire) sco_megrdholy01 - Holy sound (Word of Faith) sco_megrdmind01 - Mind sound (Greater Dispelling) sco_megrdnatr01 - Nature sound (Ultravision, Energy Buffer..although not appropriate always) sco_megrdodd01 - "odd" sound. (Bane, Tensers Transformation, Summon Monster...) - Usually used with a "ConjHandVisual" stated. sco_mehanacid03 - Acidic conjuring sound (Acid Arrow) sco_mehancold03 - Cold conjuring sound (it is icy) (Magic Missile?!, Ice storm) sco_mehanelec01 - Electrical. Longest length, and impact "Buzz" sco_mehanelec02 - Electrical. Faster version of above (Haste) sco_mehanelec03 - Electrical. Really buzzy. (Ball lightning, Minor Globe) sco_mehanevil01 - Evil/Negative, lowest power sound (Negative energy ray) sco_mehanevil02 - Evil/Negative, more odd power sound (Healing sting, Vampiric Touch) sco_mehanevil03 - Evil/Negative, strongest power sound (Inflict Wounds) sco_mehanfire01 - Fire (Flame Lash, Flame Arrow) sco_mehanfire03 - Fire (Fireball) sco_mehanheal02 - Healing (Not used, should be used for lesser healing spells, they use 01!) sco_mehanheal03 - Healing (Cure Critical Wounds, Serious Wounds) sco_mehanholy01 - Holy, Sorta the lowest (Bless) sco_mehanholy02 - Holy, Sorta the medium (Prayer, Turn Undead) sco_mehanholy03 - Holy, Sorta the best (Searing Light, Restoration) sco_mehanmind01 - Mind Affecting, Sorta the lowest (Mind Blank, Lesser, Lesser Dispel, Death Ward) sco_mehanmind02 - Mind Affecting, Sorta the medium (Confusion, Charm Monster) sco_mehanmind03 - Mind Affecting, Sorta the highest (Prismatic Spray, thats it) sco_mehannatr01 - "Nature" sound, sorta lowest (Druidic spells, Freedom of movement, Barkskin) sco_mehannatr02 - "Nature" sound, sorta medium (Endure Elements, Contagion) sco_mehannatr03 - "Nature" sound, sorta high (Awaken, Polymorph) sco_mehanodd01 - Odd sound, sorta odd (Owls Insight, Foxs Cunning, some Summon Creatures, Bless weapon) sco_mehanodd02 - Odd sound, sorta odd (Sphere Of Chaos, Enervation, Blindness/Deafness) sco_mehanodd03 - Odd sound, sorta odd (Only Summon Creature IV!) sco_mehalsonc01 - Sonic sound, kinda windy. (NO SPELLS USE THIS! See below) NOTE: A Spelling Mistake, making it "sco_meBalsonc01" means these spells dont use an effect: (Animate Dead, Glymph of Warding) sco_mehalsonc02 - Sonic sound, kinda adds some buzz. (NO SPELLS USE THIS!) sco_mehalsonc03 - Sonic sound, kinda fast and ghostly. (NO SPELLS USE THIS!) These are for use above the head, and usually a little longer lasting. sco_mehedelec01 - Electrical. (Call Lightning, nothing else) sco_mehedevil01 - Evil/Negative. (NO SPELLS USE THIS!) sco_mehedholy01 - Holy. (Hammer of the Gods, Sunburst) sco_mehedodd01 - Odd. (Doom, Battletide) sco_mehedsonc01 - Sonic. (Clairaudience and Clairvoyance only) These have no "me" or "hed" or "han" or anything, must be used for cirtain spells. Stil conjuration sco_positive - Long, positive kinda sound, dingling... (NO SPELLS USE THIS!) sco_swar3blue - Kinda cold. Cone of Cold/Bombardment/Earthquake Conjuration VFX sco_wraith - Evilish, Phantasmal Killer only. ------ ConjSoundMale (Male voice for saying spell words) ConjSoundFemale (Female voice for saying spell words) ------ (NOTE: The female version just replaces the "m" at the end with "f") vs_chant_conj_hm - Conjuration Spell School. vs_chant_ench_lm ------ CastSound (Sound when casting the spell - after impact script, eg: Cones) ------ These are all Cast sounds, and thusly, are sometimes longer (for cones normally). sar_conecold - Cold blast. Cone (of) Cold. sar_conedisea - Disease flies, Cone of Disease. sar_conefire - Fire blast, Cone of Fire, Burning Hands, Hellhound Fire Breath. sar_conepois - Poision blast, Cone of Poison sar_conepris - Prismatic Spray blast, and Prismatic Dragon Breath (same VFX) sar_conespar - Color Spray blast, and also Gem Spray. sar_dragcold - Dragon Breath, Cold. It should be "sca" but seems to be used as "scr" sca_coneacid01 - Acid Blast. Cone of Acid. Mestils Acid Breath sca_conefire - EXACTLY the same as "sar_conefire". sca_conesonc01 - Sonic Blast. Cone of Sonic. sca_dragacid - Dragon Breath, Acid sca_dragcold - Dragon Breath, Cold sca_dragelec - Dragon Breath, Electricity sca_dragfire - Dragon Breath, Fire sca_draggas - Dragon Breath, Gas sca_dragmind - Dragon Breath, Mind (Sleep/Fear) sca_dragodd - Dragon Breath, Odd (Slow, Weaken) sca_outholy01 - Holy, Out (up?) (Dismissal, Remove Disease, Banishment) sca_outmind01 - Mind version, (NO SPELL USES THIS!) sca_outnatr01 - Nature Version, (Spike Growth, Battletide, Butterfly Spray, Entangle) sca_outneg - Negative Version, (Summon Shadow, Energy Drain, etc) sca_outsonic - Sonic version. (Dispel Magic, Magic Missile (and storms), Ball Lightning) Oddly, under sco_ (conjuration sounds) there are the gazes, used as casting sounds! sco_gazeevil - Evil gaze (Death, Destroy Chaos/Good/Evil/Law) sco_gazemind - Mind gaze (Charm/Confusion/Daze/Dominate/Fear/Stunned) sco_gazeodd - Odd gaze (Doom/Paralysis) Cessate effects (can be still used, I guess) sce_negative - Negative Cessate sce_neutral - Neutral Cessate sce_positive - Positive Cessate -------------------------------------------------------------------------------- */ // Second, missing bioware ones (not sure they work, but they will be here) // which may have been updated and forgotten or never added to the constants // list. // The constants are all actually prefixed SMP_, but these below are Bioware // ones without constants! // Scene constants are permanent (or moving part, of course) tiles, such as // water, towers and so on... const int SMP_SCENE_WEIRD = 323; const int SMP_SCENE_TOWER = 347; const int SMP_SCENE_TEMPLE = 348; const int SMP_SCENE_LAVA = 349; const int SMP_SCENE_LAVA_2 = 350; // Note: this and 349 are both SCENE_LAVA in the 2da. const int SMP_SCENE_WATER = 401; const int SMP_SCENE_GRASS = 402; const int SMP_SCENE_FORMIAN1 = 404; const int SMP_SCENE_FORMIAN2 = 405; const int SMP_SCENE_PITTRAP = 406; const int SMP_SCENE_ICE = 426; const int SMP_SCENE_MFPillar = 427; const int SMP_SCENE_MFWaterfall = 428; const int SMP_SCENE_MFGroundCover = 429; const int SMP_SCENE_MFGroundCover_2 = 430;// This was the same name as 429. Made _2. const int SMP_SCENE_MF6 = 431; const int SMP_SCENE_MF7 = 432; const int SMP_SCENE_MF8 = 433; const int SMP_SCENE_MF9 = 434; const int SMP_SCENE_MF10 = 435; const int SMP_SCENE_MF11 = 436; const int SMP_SCENE_MF12 = 437; const int SMP_SCENE_MF13 = 438; const int SMP_SCENE_MF14 = 438; const int SMP_SCENE_MF15 = 440; const int SMP_SCENE_MF16 = 441; const int SMP_SCENE_ICE_CLEAR = 442; const int SMP_SCENE_EVIL_CASTLE_WALL = 443; const int SMP_SCENE_BUILDING = 449; const int SMP_SCENE_BURNED_RUBBLE = 450; const int SMP_SCENE_BURNING_HALF_HOUSE = 451; const int SMP_SCENE_RUINED_ARCH = 452; const int SMP_SCENE_SOLID_ARCH = 453; const int SMP_SCENE_BURNED_RUBBLE_2 = 454; const int SMP_SCENE_MARKET_1 = 455; const int SMP_SCENE_MARKET_2 = 456; const int SMP_SCENE_GAZEBO = 457; const int SMP_SCENE_WAGON = 458; // These were mixed up - SCENE_SEWER_WATER was referenced under VFX_IMP_PULSE_HOLY_SILENT :-P const int SMP_SCENE_SEWER_WATER = 461; const int SMP_SCENE_BLACK_TILE = 506; // These 6 mainly used in Shadows of Ultrentide (city collapsing, winds, city rumbling // and so on) const int SMP_VFX_IMP_LEAF = 132; const int SMP_VFX_IMP_CLOUD = 133; const int SMP_VFX_IMP_WIND = 134; const int SMP_VFX_IMP_ROCKEXPLODE = 135; const int SMP_VFX_IMP_ROCKEXPLODE2 = 136; const int SMP_VFX_IMP_ROCKSUP = 137; // Some unique ones added for HotU, but unused as so they are added here. const int SMP_VFX_FNF_SPELL_FAIL_HEAD = 292; const int SMP_VFX_FNF_SPELL_FAIL_HAND = 293; const int SMP_VFX_FNF_HIGHLIGHT_FLASH_WHITE = 294; const int SMP_VFX_DUR_GHOSTLY_PULSE_QUICK = 295; const int SMP_VFX_COM_BLOOD_REG_WIMPY = 296; const int SMP_VFX_COM_BLOOD_LRG_WIMPY = 297; const int SMP_VFX_COM_BLOOD_CRT_WIMPY = 298; const int SMP_VFX_COM_BLOOD_REG_WIMPG = 299; const int SMP_VFX_COM_BLOOD_LRG_WIMPG = 300; const int SMP_VFX_COM_BLOOD_CRT_WIMPG = 301; const int SMP_VFX_IMP_DESTRUCTION_LOW = 302; // Arrows and darts are normally from the traps const int SMP_NORMAL_ARROW = 357; const int SMP_NORMAL_DART = 359; // Extra "normal" visuals, unique, new, or just without sounds. These // are in order of what type they are. const int SMP_VFX_BEAM_FLAME = 444; const int SMP_VFX_BEAM_DISINTEGRATE = 447; const int SMP_VFX_COM_BLOOD_CRT_RED_HEAD = 491; const int SMP_VFX_COM_BLOOD_CRT_GREEN_HEAD = 492; const int SMP_VFX_COM_BLOOD_CRT_YELLOW_HEAD = 493; const int SMP_VFX_CONJ_MIND = 466; const int SMP_VFX_CONJ_FIRE = 467; const int SMP_VFX_DUR_BARD_SONG_EVIL = 507; const int SMP_VFX_DUR_CONECOLD_HEAD = 490; const int SMP_VFX_DUR_BARD_SONG_SILENT = 468; const int SMP_VFX_DUR_PROT_ACIDSHIELD = 448; const int SMP_VFX_FNF_DRAGBREATHGROUND = 494; const int SMP_VFX_FNF_HELLBALL = 464; const int SMP_VFX_FNF_SCREEN_SHAKE2 = 356; const int SMP_VFX_FNF_TELEPORT_IN = 471; const int SMP_VFX_FNF_TELEPORT_OUT = 472; const int SMP_VFX_IMP_PULSE_HOLY_SILENT_CORRECT = 462;// It IS 462, not 461! nwscript.nss has this as 461 const int SMP_VFX_IMP_PULSE_BOMB = 469; const int SMP_VFX_IMP_SILENCE_NO_SOUND = 470; // A placable well! And other placables as VFX's const int SMP_VFX_DUR_WELL = 358; const int SMP_VFX_DUR_UNSUPPORTED_CAGE = 508; const int SMP_VFX_DUR_UNSUPPORTED_ANIMAL_CAGE = 509; const int SMP_VFX_DUR_UNSUPPORTED_FLAME_L = 510; // Visual effect constants for SMP // NEW ONES - SMP_ const int SMP_VFX_FNF_AWAKEN = 761; const int SMP_VFX_FNF_CHAOS_HAMMER = 762; const int SMP_VFX_IMP_DIMENSION_DOOR_DISS = 777; const int SMP_VFX_IMP_DIMENSION_DOOR_APPR = 776; const int SMP_VFX_IMP_DISINTEGRATION = 780; const int SMP_VFX_FNF_FREEZING_SPHERE = 763; const int SMP_VFX_FNF_GLITTERDUST = 783; const int SMP_VFX_FNF_IMPRISONMENT = 785; const int SMP_VFX_IMP_INSANITY = 784; const int SMP_VFX_FNF_MAZE = 764; const int SMP_VFX_FNF_PWBLIND = 752; const int SMP_VFX_DUR_PROTECTION_ARROWS = 768; const int SMP_VFX_DUR_PROTECTION_ENERGY = 786; const int SMP_VFX_IMP_SHOCKING_GRASP = 760; // Not used const int SMP_VFX_DUR_ELEMENTAL_SHIELD_WARM = 147;// Default VFX_DUR_ELEMENTAL_SHIELD const int SMP_VFX_DUR_ELEMENTAL_SHIELD_COOL = 147;// New one const int SMP_VFX_DUR_PROTECTION_FROM_SPELLS= 422;// VFX_DUR_GLOW_WHITE const int SMP_VFX_IMP_INFLICTING_S = 1; const int SMP_VFX_IMP_INFLICTING_M = 1; const int SMP_VFX_IMP_INFLICTING_L = 1; const int SMP_VFX_IMP_INFLICTING_G = 1; const int SMP_VFX_FNF_GAS_EXPLOSION_MIST = 1; // Like Acid fog blast of similar name const int SMP_VFX_FNF_QUENCH_WATER = 1; const int SMP_VFX_IMP_QUENCH_IMPACT = 1; const int SMP_VFX_FNF_METEOR_SWARM = 1; // Meteor Swarm big blast effect const int SMP_VFX_IMP_FLAME_M_SILENT = 1;// Silent Flame (Medium) for Meteor Swarm const int SMP_VFX_DUR_FLOATING_DISK = 1;// Floating Disk duration. A floating disk! (For null human) const int SMP_VFX_DUR_SHIELD_OF_FAITH = 1; // Shield of Faith duration. Shimmering Shield. const int SMP_VFX_DUR_SHIELD_OTHER = 1; // Only for target of the shield other. A shield? const int SMP_VFX_FNF_ORDERS_WRATH = 1; // Like Chaos Hammer, special VFX. const int SMP_VFX_FNF_HOLY_SMITE = 1;// Like chaos hammer, special VFX. const int SMP_VFX_FNF_BLASPHEMY = 1; // AOE visual for Blashpemy (Evil). 13.33M radius. const int SMP_VFX_FNF_DICTUM = 1;// AOE visual for Dictum (Lawful). 13.33M radius. const int SMP_VFX_FNF_HOLY_WORD = 1;// AOE for Holy Word. (Good). 13.33M radius. const int SMP_VFX_FNF_WORD_OF_CHAOS = 1;// AOE for Word of Chaos (Chaotic). 13.33M radius. const int SMP_VFX_DUR_ENTROPIC_SHIELD = 1;// Targeted. A magical field glowing with a chaotic blast of multicolored hues. const int SMP_VFX_FNF_FAERIE_FIRE = 1; // AOE visual for Faerie Fire. Might not need.. const int SMP_VFX_DUR_DISPEL_CHAOS = 1;// constant, blue, lawful energy, const int SMP_VFX_DUR_DISPEL_EVIL = 1;// Shimmering, white, holy energy surrounds you.Shimmering, white, holy energy surrounds you. const int SMP_VFX_DUR_DISPEL_GOOD = 1;// dark, wavering, unholy energy, const int SMP_VFX_DUR_DISPEL_LAW = 1;// flickering, yellow, chaotic energy const int SMP_VFX_FNF_FIRESTORM_15 = 1; // Biggest (Cube) of Firestorm. const int SMP_VFX_FNF_FIRESTORM_12 = 1; // Medium (Cube) of Firestorm. const int SMP_VFX_FNF_FIRESTORM_09 = 1; // Smallest (Cube) of Firestorm. const int SMP_VFX_FNF_FORBIDDANCE = 1;// AOE visual - the AOE is a 60M cube. const int SMP_VFX_FNF_FORCECAGE = 1;// AOE visual impact for the forcecage. const int SMP_VFX_DUR_TEMPORAL_STASIS = 0;// Duration effect for Temporal Stasis. Nothing specfic. const int SMP_VFX_IMP_HIDEOUS_LAUGHTER = 1;// Impact visual - a joke sound? Some sparks? const int SMP_VFX_IMP_IRRESISTIBLE_DANCE = 1;// Impact for Dancing spell, needs a nice sound. const int SMP_VFX_IMP_BALEFUL_POLYMORPH = 1;// Impact for Baleful polymorph. const int SMP_VFX_DUR_BLACK_TENTACLE = 1;// Big black, constricting, tentacle. const int SMP_VFX_FNF_EARTHQUAKE_INSIDE_NATURAL = 1;// Inside effect of earthquake - collapsing roof. const int SMP_VFX_FNF_EARTHQUAKE_INSIDE_NOT_NATURAL = 1;// Inside effect of earthquake - no collapsing. const int SMP_VFX_FNF_EARTHQUAKE_OUTSIDE = 1;// Outside earthquake - no roof, more ground. const int SMP_VFX_IMP_EARTHQUAKE_FISSURE = 1;// Fissure for outside earthquake effect const int SMP_VFX_FNF_CHILL_METAL = 1;// AOE burst for Chill metal. 10M radius. const int SMP_VFX_FNF_HEAT_METAL = 1;// AOE burst for heat metal, like chill metal, but, well, hotter. const int SMP_VFX_DUR_PROTECTION_LAW_MAJOR = 1;// We have what we are protected by. So this protects against chaotic spells. *Shield of Law* const int SMP_VFX_DUR_PROTECTION_CHAOS_MAJOR = 1;// We have what we are protected by. So this protects against lawful spells. *Cloak of Chaos* const int SMP_VFX_DUR_PROTECTION_LAW_MINOR = 1;// Like Protection from Evil, but white and lawful (We are protected BY law) const int SMP_VFX_DUR_PROTECTION_CHAOS_MINOR = 1;// Like Protection from Evil, but pink and chaotic (We are protected BY chaos) const int SMP_VFX_IMP_ERASE = 1;// Impact for erase - even if it didn't erase anything. const int SMP_VFX_IMP_MAGIC_FANG = 1;// Magic fang impact VFX. Natural weapon +1 enchantment. const int SMP_VFX_IMP_MAGIC_FANG_GREATER = 1;// Magic fang Greater impact VFX. Natural weapon +1 enchantment. const int SMP_VFX_IMP_MAGIC_STONE = 1;// Impact for Magic Stone const int SMP_VFX_IMP_MAGIC_VESTMENT = 1;// Impact for Magic Vestment, AC increase. const int SMP_VFX_IMP_MAGIC_WEAPON = 1;// Impact for Magic Weapon. const int SMP_VFX_IMP_MAGIC_WEAPON_GREATER = 1;// Impact for Greater Magic Weapon. const int SMP_VFX_IMP_MARK_OF_JUSTICE = 1;// Mark of justice impact const int SMP_VFX_IMP_MARK_OF_JUSTICE_CURSE = 1;// Mark of justice impact - when they have the curse finally applied. const int SMP_VFX_DUR_IRONSKIN = 1;// Reskinned stoneskin. This is iron, however. const int SMP_VFX_IMP_MODIFY_MEMORY = 1;// Modify Memory impact if it suceeds. const int SMP_VFX_IMP_MOMENT_OF_PRESCIENCE_APPLY = 1;// When we cast the spell, this is the impact. const int SMP_VFX_IMP_MOMENT_OF_PRESCIENCE_USE = 1;// When we use the +25 to a bonus save or AC, this is the impact. const int SMP_VFX_DUR_PHASE_DOOR = 1;// The actual phased door. Shimmering passage.. const int SMP_VFX_FNF_PYROTECHNICS = 1;// Fireworks, over the target location. const int SMP_VFX_FNF_SCINTILLATING_PATTERN = 193;// 10M radius burst of pretty colours. Currently LOS normal 30ft const int SMP_VFX_IMP_WARP_WOOD_WARP = 1;// Warped a weapon of the target const int SMP_VFX_IMP_WARP_WOOD_UNWARP = 1;// Unwarped a previously warped weapon const int SMP_VFX_FNF_LOS_HOLY_40 = 1;// 40ft (13.33M) version of LOS_HOLY_10 const int SMP_VFX_FNF_LOS_HOLY_50 = 1;// 50ft (15M) version of LOS_HOLY_10 const int SMP_VFX_FNF_LOS_NORMAL_40 = 1;// 40ft (13.33M) version of LOS_NORMAL_10 const int SMP_VFX_FNF_LOS_NORMAL_50 = 1;// 50ft (15M) version of LOS_NORMAL_10 const int SMP_VFX_FNF_LOS_EVIL_40 = 1;// 40ft (13.33M) version of LOS_EVIL_10 const int SMP_VFX_FNF_LOS_EVIL_50 = 1;// 50ft (15M) version of LOS_EVIL_10 const int SMP_VFX_DUR_RESILIENT_SPHERE = 1;// Resiliant sphere. Needs to enclose creature. "A globe of shimmering force encloses a creature". const int SMP_VFX_DUR_TELEKINETIC_SPHERE = 1;// Telekinetic sphere, similar to above, but can move the person held around the area. const int SMP_VFX_IMP_RUSTING_GRASP = 1;// Shocking grasp like. const int SMP_VFX_IMP_RIGHTEOUS_MIGHT = 1;// Righteous Might const int SMP_VFX_FNF_STORM_VENGANCE_HAIL = 1;// Storm of Vengance: Hail stones, Massive VFX // "XXX", user made up spells, for now here const int SMP_VFX_IMP_GEM_EXPLODE = 1;// Call of Chaos, gems explode around a target. const int SMP_VFX_IMP_ALL_WILL_BE_DUST = 1;// Impact for "All will be dust", old age. const int SMP_VFX_FNF_CORROSIVE_BLAST = 1;// Corrosive blast - an acidic blust of acid. Like fireball kinda. const int SMP_VFX_IMP_DRAGONBLAST = 1;// Impact for Dragonblast. const int SMP_VFX_IMP_ADVENTURERS_LUCK = 1;// Impact for Adventurers Luck. const int SMP_VFX_DUR_ABSOLUTE_IMMUNITY = 1;// Absolute immunity, 4 rounds duration, 60 resistance. const int SMP_VFX_DUR_GUARDIAN_MANTLE_GREATER = 1;// Greater of below, 4 rounds duration, 40 resistance. const int SMP_VFX_DUR_GUARDIAN_MANTLE = 1;// Guardian mantal. 4 rounds of 20 damage resistance. const int SMP_VFX_FNF_CALL_CHAOS = 1;// 20M radius, chaotic burst. Does random effects const int SMP_VFX_FNF_VITAE_GRENADE = 1;// 6.67M radius. "Upon impact, the vial and blood crystals detonate" // Special: For a mishap effect of casting a too-high-level spell scroll. const int SMP_VFX_DUR_SCROLL_MISHAP = 1; // Speical: as above: but is aimed at the target location, and is instant. const int SMP_VFX_FNF_SCROLL_MISHAP = 1; // End of file Debug lines. Uncomment below "/*" with "//" and compile. /* void main() { return; } //*/