====== SpEffectVfxParam ====== ===== Fields ===== ^ Field ^ Type ^ Offset ^ Description ^ Notes ^ | midstSfxId | ''s32'' | ''0x0'' | The SFX ID to use for the particle that is displayed continuously. | This field takes an [[ds1-refmat:particle-list|Particle ID]]. | | midstSeId | ''s32'' | ''0x4'' | The sound ID to use for the particle that is displayed continuously. | | | initSfxId | ''s32'' | ''0x8'' | The SFX ID to use for the particle that appears when the effect starts. | This field takes an [[ds1-refmat:particle-list|Particle ID]]. | | initSeId | ''s32'' | ''0xc'' | The sound ID to use for the particle that appears when the effect starts. | | | finishSfxId | ''s32'' | ''0x10'' | The SFX ID to use for the particle that appears when the effect ends. | This field takes an [[ds1-refmat:particle-list|Particle ID]]. | | finishSeId | ''s32'' | ''0x14'' | The sound ID to use for the particle that appears when the effect ends. | | | camouflageBeginDist | ''f32'' | ''0x18'' | When hiding the owner via this effect, this is the start distance for the invisibility. | | | camouflageEndDist | ''f32'' | ''0x1c'' | When hiding the owner via this effect, this is the end distance for the invisibility. | | | transformProtectorId | ''s32'' | ''0x20'' | The armor ID to draw from when overriding the owner's current equipment (visually). | | | midstDmyId | ''s16'' | ''0x24'' | The dummy polygon ID to use for the particle that is displayed continuously. | | | initDmyId | ''s16'' | ''0x26'' | The dummy polygon ID to use for the particle that appears when the effect starts. | | | finishDmyId | ''s16'' | ''0x28'' | The dummy polygon ID to use for the particle that appears when the effect end. | | | effectType | ''u8'' | ''0x2a'' | The particle type for this effect. | This field uses the following enum: SP_EFFECT_VFX_EFFECT_TYPE | | soulParamIdForWepEnchant | ''u8'' | ''0x2b'' | The shader type to display on the weapon of the effect owner. | This field uses the following enum: SP_EFFECT_VFX_SOUL_PARAM_TYPE | | playCategory | ''u8'' | ''0x2c'' | The playback category for the effect, controls playback if multiple effects overlap. | This field uses the following enum: SP_EFFECT_VFX_PLAYCATEGORY | | playPriority | ''u8'' | ''0x2d'' | The priority to give this effect if it overlaps with another. | | | existEffectForLarge | ''u8'' | ''0x2e [0]'' | Offsets particle ID according to target's NpcParam sfxSize. | This field is a boolean. | | existEffectForSoul | ''u8'' | ''0x2e [1]'' | Offsets shader ID according to target's weapon. | This field is a boolean. | | effectInvisibleAtCamouflage | ''u8'' | ''0x2e [2]'' | If ON, playback of the effect is stopped whilst the owner is hidden. | This field is a boolean. | | useCamouflage | ''u8'' | ''0x2e [3]'' | If ON, the invisibility fields are enabled, allowing invisibility. | This field is a boolean. | | invisibleAtFriendCamouflage | ''u8'' | ''0x2e [4]'' | If ON, invisibility will hide the owner for friendly characters too. | This field is a boolean. | | addMapAreaBlockOffset | ''u8'' | ''0x2e [5]'' | If defined, the particle ID will be prefixed with the map ID it is present in, and the FFX will be looked for within the map's FFX container. | This field is a boolean. | | halfCamouflage | ''u8'' | ''0x2e [6]'' | If ON, invisibility is only semi-transparent, not total. | This field is a boolean. | | isFullBodyTransformProtectorId | ''u8'' | ''0x2e [7]'' | If ON, the transformation ID will apply to all armor slots. | This field is a boolean. | | isInvisibleWeapon | ''u8'' | ''0x2f [0]'' | If ON, the effect will make the right-hand weapon of the owner invisible. | This field is a boolean. | | isSilence | ''u8'' | ''0x2f [1]'' | If ON, the effect owner produces no sound. | This field is a boolean. | | pad_1 | ''dummy8'' | ''0x2f [2-7]'' | | This field is padding. | | pad | ''dummy8'' | ''0x30'' | | This field is padding. | ===== Enums ===== ==== SP_EFFECT_VFX_EFFECT_TYPE ==== ^ Option ^ Description ^ Notes ^ | ''0'' | Normal | | | ''1'' | Right-hand Weapon Enchantment | | | ''2'' | Left-hand Weapon Enchantment | | | ''3'' | Reference only | | | ''4'' | Recovery only | | ==== SP_EFFECT_VFX_SOUL_PARAM_TYPE ==== ^ Option ^ Description ^ Notes ^ | ''0'' | None | | | ''1'' | Magic | | | ''2'' | Fire | | | ''3'' | Lightning | | | ''4'' | Dark | | | ''5'' | Poison | | | ''6'' | Frost | | | ''7'' | Physical | | ==== SP_EFFECT_VFX_PLAYCATEGORY ==== ^ Option ^ Description ^ Notes ^ | ''0'' | None | | | ''1'' | System Effect | | | ''2'' | Head Effect | | | ''3'' | Body Effect (Positive) | | | ''4'' | Body Effect (Negative) | | | ''5'' | Foot Decal Offset | | | ''6'' | Shader Effect | |