Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
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;
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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; |