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