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OVERVIEW

  • An fx decl is found inside generated/decls/fx/
  • each fx decl is made of n elements
  • each element can be the following type
    • FX_PARTICLE
      • bread and butter of all FX you'll encounter, it calls on a particle decl that contains particlestage elements or custom elements defined to that particular particle decl
    • FX_LIGHT
    • FX_DECAL
      • spawns 3d models such as rocks, smoke, or other simple shapes
    • FX_MODEL
      • used for things like the tyrant and baron sword effects
    • FX_SOUND
    • FX_SCREEN_SHAKE
    • FX_CONTROLLER_SHAKE
    • FX_RENDERPARM
      • effects such as the khan/blood maykr and doomhunter shields
    • FX_BLENDED_OPACITY
    • FX_ENV_OVERRIDE
    • FX_FLARE
    • FX_BLUR_RADIAL
    • FX_BLUR_GAUSSIAN
    • FX_DEPTH_OF_FIELD
    • FX_FOV
    • FX_RIBBON_2
    • FX_HURT_TRIGGER
    • FX_DESTRUCTIBLE
    • FX_SCREEN_FLASH
    • FX_SCREEN_OVERLAY
    • FX_SCREEN_OVERLAY_ANIMATED_MASK
    • FX_SCREEN_DISTORTION
    • FX_SCREEN_VIGNETTE
    • FX_LIGHT_SCATTERING_VOLUME
      • useful for smoke bomb effects that are computationally cheap to create