| 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. |
| Option | Description | Notes |
|---|---|---|
0 | Normal | |
1 | Right-hand Weapon Enchantment | |
2 | Left-hand Weapon Enchantment | |
3 | Reference only | |
4 | Recovery only |
| Option | Description | Notes |
|---|---|---|
0 | None | |
1 | Magic | |
2 | Fire | |
3 | Lightning | |
4 | Dark | |
5 | Poison | |
6 | Frost | |
7 | Physical |
| 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 |