VFX 2da
From Dragon Age Toolset Wiki
The VFX 2da defines the various elements that constitute each visual effect in the game.
The 2da is defined as an m2da in the M2DA_base 2da and has an ID of 8. It can be extended by m2da fragments which have names starting with VFX_. It has as not been assigned a TABLE_* constant.
Structure
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | |
Type | string |
|
FixedOrientation | bool | |
AlignToGround | bool | |
ModelName | string | |
ModelName1 | string | |
Size1 | float | |
ModelName2 | string | |
Size2 | float | |
ModelName3 | string | |
size3 | float | |
BlendTreeName | string | |
CrustEffect | bool | |
SoundImpact | string | |
SoundImpactVolume | float | |
SoundImpactPitch | float | |
SoundDuration | string | |
SoundDurationVolume | float | |
SoundDurationPitch | float | |
SoundCessation | string | |
SoundCessationVolume | float | |
SoundCessationPitch | float | |
Tint | string | The color tinting applied to the VFX |
LoadGlobal | int | |
AutoId | comment | |
Description | comment | |
Category | comment | |
Comment | comment | |
PauseAnimate | bool | |
Priority | int | |
ShowInPaperdoll | bool |
Remarks
Each VFX has its own row in the 2DA file. Each VFX is divided into 3 parts: impact, duration, and cessation. Each part will have its own slot in that VFX's row. Each slot is an entry for an FMOD event that will be the designated sound for that part of that VFX.