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ds1-refmat:param:speffectvfxparam

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 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 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 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
ds1-refmat/param/speffectvfxparam.txt · Last modified: by admin