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EFX IDs
Documented by NSACloud2#5771
Items marked with an asterisk are overriden by the default epv.
wp\hbg\epv\hm_wbc.epv3
Group ID | Record ID | Function | EFX Path |
---|---|---|---|
2000 | 0 | Normal/Pierce/Sticky/Slicing Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 1 | Spread Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 2 | Flame Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 3 | Water Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 4 | Freeze Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 5 | Thunder Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 6 | Dragon Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 7 | Poison Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 8 | Paralysis Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 9 | Sleep Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 10 | Exhaust Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 11 | Recover Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 12 | Demon Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 13 | Armor Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 14 | Tranq Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 100 | Wyvernsnipe Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
*2001 | 0 | Bullet Trail, excluding Pierce/Sticky/Slicing/Spread Ammo | vfx\efx\wp\wbc\wbc_006 |
*2001 | 1 | Pierce Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_006 |
*2001 | 2 | Sticky/Slicing Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_006 |
*2001 | 3 | Cluster Bomb Trail | vfx\efx\wp\wbc\wbc_007 |
*2001 | 4 | Split Cluster Bomb Trail | vfx\efx\wp\wbc\wbc_008 |
*2001 | 5 | Spread Ammo Trail | vfx\efx\wp\wbc\wbc_006 |
*2001 | 10 | Slicing/Sticky impact with entity | vfx\efx\wp\wbc\wbc_002 |
*2001 | 11 | Normal/Pierce Ammo Nearby Bullet Trail | vfx\efx\wp\wbc\wbc_011 |
*2001 | 12 | Normal/Pierce Ammo Far Away Bullet Trail | vfx\efx\wp\wbc\wbc_012 |
*2001 | 50 | Normal Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_004 |
*2001 | 51 | Pierce Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_004 |
*2001 | 55 | Spread Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_004 |
2002 | 0 | Wyvern Ammo Charging | vfx\efx\wp\wbc\wbc_000 |
2002 | 1 | Wyvern Ammo Explosion | vfx\efx\wp\wbc\wbc_001 |
2002 | 2 | Cluster Bomb Split | vfx\efx\wp\wbc\wbc_003 |
2002 | 3 | Sticky Ammo Explosion | vfx\efx\wp\wbc\wbc_005 |
2002 | 4 | Slicing Ammo Explosion | vfx\efx\wp\wbc\wbc_010 |
2002 | 5 | Exhaust Ammo Explosion | vfx\efx\wp\wbc\wbc_056 |
*2003 | 0 | Wyvernheart Bullet Tracers | vfx\efx\wp\wbc\wbc_009 |
*2003 | 59 | UNKNOWN Bullet Trail | vfx\efx\wp\wbc\wbc_004 |
*2003 | 100 | Wyvernsnipe Muzzle Flash | vfx\efx\wp\wbc\wbc_054 |
*2003 | 101 | Wyvernsnipe Piercing Impact | vfx\efx\wp\wbc\wbc_055 |
*2003 | 110 | Wyvvernsnipe Explosion First | vfx\efx\wp\wbc\wbc_013 |
*2003 | 111 | Wyvvernsnipe Explosion Mid | vfx\efx\wp\wbc\wbc_014 |
*2003 | 112 | Wyvvernsnipe Explosion Last | vfx\efx\wp\wbc\wbc_015 |
1000 | 0 | Bowgun Shell Ejection | vfx\efx\wp\wbc\wbc_051 |
1010 | 0 | Wyvernheart Muzzle Flash | vfx\efx\wp\wbc\wbc_052 |
1010 | 1 | Wyvernheart Stop Firing | vfx\efx\wp\wbc\wbc_061 |
1010 | 2 | Wyvernheart Muzzle Flash First Shot | vfx\efx\wp\wbc\wbc_053 |
1010 | 3 | Wyvernheart Magazine Insertion Spark | vfx\efx\wp\wbc\wbc_060 |
1010 | 4 | Wyvernheart Magazine | vfx\efx\wp\wbc\wbc_062 |
1010 | 5 | UNKNOWN Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
1010 | 6 | Wyvernheart Dropped Magazine | vfx\efx\wp\wbc\wbc_063 |
1010 | 7 | Wyvernsnipe Magazine | vfx\efx\wp\wbc\wbc_062 |
1010 | 8 | Wyvernsnipe Magazine Drop and Split | vfx\efx\wp\wbc\wbc_063 |
1011 | 5 | UNKNOWN Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
1020 | 0 | Wyvernsnipe Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_057 |
1020 | 1 | Wyvernheart Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_059 |
1020 | 2 | Wyvernheart Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_057 |
1020 | 3 | Wyvernsnipe Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_059 |
1020 | 4 | Wyvernheart Clutch Claw Weapon Attack Final Shot | vfx\efx\wp\wbc\wbc_059 |
*1100 | 0 | Wyvern Ammo Explosion Ground Impact | vfx\efx\wp\wbc\wbc_110 |
2010 | 0 | Cluster Bomb Aiming Arc White | vfx\efx\wp\wbc\wbc_020 |
2010 | 1 | Cluster Bomb Aiming Arc Red | vfx\efx\wp\wbc\wbc_020 |
*2020 | 0 | Wyvernsnipe + Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
*2020 | 1 | UNKNOWN Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
*2021 | 0 | Wyvern Ammo Sparking Flame Jet | vfx\efx\wp\wbc\wbc_070 |
*2021 | 1 | Wyvern Ammo Sparking Smoke Flash | vfx\efx\wp\wbc\wbc_058 |
*2022 | 0 | Wyvern Ammo Spark Puff | vfx\efx\wp\wbc\wbc_017 |
*2022 | 1 | Wyvern Ammo Large Spark Puff/ Wyvernsnipe + Explosion | vfx\efx\wp\wbc\wbc_018 |
*2023 | 0 | Wyvernsnipe + Bullet Impact Shockwave | vfx\efx\wp\wbc\wbc_016 |
*2100 | 0 | Bullet Impact Ground | vfx\efx\wp\wbc\wbc_100 |
*2100 | 1 | Spread Ammo Bullet Impact Ground | vfx\efx\wp\wbc\wbc_101 |
*2100 | 2 | Wyvernheart Bullet Impact Ground | vfx\efx\wp\wbc\wbc_102 |
*2100 | 3 | Wyvernsnipe Bullet Impact Ground | vfx\efx\wp\wbc\wbc_103 |
*2100 | 100 | Bullet Impact Wall | vfx\efx\wp\wbc\wbc_104 |
*2100 | 101 | Spread Ammo Bullet Impact Wall | vfx\efx\wp\wbc\wbc_105 |
*2100 | 102 | Wyvernheart Bullet Impact Wall | vfx\efx\wp\wbc\wbc_106 |
*2100 | 103 | Wyvernsnipe Bullet Impact Wall | vfx\efx\wp\wbc\wbc_107 |
*1101 | 0 | UNKNOWN Large Ground Impact | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
*0 | 0 | UNKNOWN Blue Glow with Sparks | vfx\efx\wp\wbc\wbc_skill_000 |
*0 | 1 | UNKNOWN Blue Glow with Sparks | vfx\efx\wp\wbc\wbc_skill_000 |
*0 | 2 | UNKNOWN Blue Glow with Sparks | vfx\efx\wp\wbc\wbc_skill_000 |
*50 | 0 | UNKNOWN No EFX | vfx\efx\cm\cm_hm\ground\cm_hm_drop_001 |
*50 | 1 | UNKNOWN Falling Dirt | vfx\efx\cm\cm_hm\ground\cm_hm_drop_000 |
*1102 | 0 | UNKNOWN No EFX | vfx\efx\wp\wbc\wbc_120 |
Translated by Aragaki from a chinese forum, original author unknown. Updated by Crimson.
wp00/wp00_XXX.efx.
Animation ID | Animation Name |
---|---|
001 | Charge level 1 |
First epv call - normal swings/aerial/mount | |
Second epv call - sliding | |
002 | Charge level 2 |
First epv call - normal swings/aerial/mount | |
Second epv call - sliding | |
003 | Charge level 3 |
First epv call - normal swings/aerial/mount | |
Second epv call - sliding | |
004 | Max charge sword aura swing (1 2 and 3) |
005 | Uncharged |
First epv call - uncharged tackle (1 2 and 3), charged rising slash, plunging thrust, jumping slash | |
Second epv call - uncharged charge slash aura | |
Third epv call - uncharged charge slash | |
Fourth epv call - uncharged TCS | |
Fifth epv call - uncharged jumping wide slash (1 2 and 3) | |
006 | Early or late release |
First epv call - charged tackle, charged rising slash, plunging thrust, jumping slash | |
Second epv call - charged charge slash aura | |
Third epv call - charged strong charge slash aura | |
Fourth epv call - charged TCS aura | |
Fifth epv call - charged jumping wide slash (1 2 and 3) | |
007 | Middle trails |
First epv call - max charge tackle (1 2 and 3), charged rising slash, plunging thrust, jumping slash | |
Second epv call - max charge charge slash trail | |
Third epv call - max charge strong charge slash trail | |
Fourth epv call - max charge TCS trail | |
Fifth epv call - max charge jumping wide slash (1 2 and 3) | |
Sixth epv call - max charge wide slash (from charged strong charge slam) | |
008 | Top trails (strong charge slash and TCS) and body energy (going from charge slash to strong charge slash) |
First epv call - energy going up (going from charge slash to strong charge slash) | |
Second epv call - top trails (strong charge slash and TCS) | |
009 | Clutch claw |
First epv call - first part of CC | |
Second epv call - second part of CC | |
010 | TCS trail, aura |
First epv call - uncharged from tackle | |
Second epv call - early or late | |
Third epv call - full charge | |
011 | TCS pillar |
First epv call - uncharged from tackle | |
Second epv call - early or late | |
Third epv call - full charge | |
012 | TCS player particles |
First epv call - uncharged from tackle | |
Second epv call - early or late | |
Third epv call - full charged | |
190 | Natural release from ground from any charge |
wp\two\two010\epv\two010.epv3
Documented by Crimson
Function | EFX Path |
---|---|
Transition sparks to level 2 and 3 | vfx\efx\wp_TU\two\two010_000 |
Level 1 charge | vfx\efx\wp_TU\two\two010_001 |
Level 2 charge | vfx\efx\wp_TU\two\two010_002 |
Level 3 charge | vfx\efx\wp_TU\two\two010_003 |
Level 1 trail | vfx\efx\wp_TU\two\two010_004 |
Level 2 and overcharge trail | vfx\efx\wp_TU\two\two010_005 |
Level 3 trail on both hits | vfx\efx\wp_TU\two\two010_006 |
vfx\efx\cm\cm_hm\ground\cm_hm_XXXXX
Group Animation ID | Animation Name |
---|---|
1000 | Charge and jumping slash |
1002 | Jumping Wide Slash |
1003 | Plunging thrust |
Thanks to Crimson for the research.
wp01/wp01_0XX.efx
Animation ID | Animation Name |
---|---|
00 | Power storage effects |
01 | Power squat jump special effects |
99 | general attack special effects |
wp02/wp02_0XX.efx
Animation ID | Animation Name |
---|---|
00 | Ghosts ridden special effects files |
01 | Ghosts slide effect file |
02 | Half-ghost-ridden special effects file |
10 | Half-ghosts are full of special effects files |
99 | General effects file |
Documented by Crimson
wp\swo\epv\hm_wp03.epv3
Group ID | Record ID | Function | EFX |
---|---|---|---|
2500 | 0 | Spirit Slashes Trail | vfx\efx\wp\wp03\wp03_000 |
2001 | 0 | Charge Level 1 | vfx\efx\wp\wp03\wp03_010 |
2001 | 1 | Charge Level 2 | vfx\efx\wp\wp03\wp03_011 |
2001 | 2 | Charge Level 3 | vfx\efx\wp\wp03\wp03_012 |
2002 | 0 | Spirit Slashes player EFX | vfx\efx\wp\wp03\wp03_020 |
2003 | 0 | Spirit Roundslash player EFX | vfx\efx\wp\wp03\wp03_030 |
2004 | 0 | Foresight Slash | vfx\efx\wp\wp03\wp03_040 |
2005 | 0 | Helmbreaker stab fail | vfx\efx\wp\wp03\wp03_050 |
2005 | 1 | Helmbreaker ground strike | vfx\efx\wp\wp03\wp03_050 |
2005 | 2 | Helmbreaker pre stab | vfx\efx\wp\wp03\wp03_050 |
2005 | 3 | Helmbreaker stab successful | vfx\efx\wp\wp03\wp03_050 |
2006 | 0 | Unknown | vfx\efx\wp\wp03\wp03_060 |
1010 | 0 | Clutch Claw | vfx\efx\wp\wp03\wp03_001 |
1011 | 0 | Player counter EFX | vfx\efx\wp\wp03\wp03_005 |
1012 | 0 | Iai sheath sword glow | vfx\efx\wp\wp03\wp03_002 |
1012 | 1 | Iai sheath flair | vfx\efx\wp\wp03\wp03_002 |
1012 | 2 | Clear trails for iai slash | vfx\efx\wp\wp03\wp03_003 |
1012 | 3 | Clear trails for iai slash | vfx\efx\wp\wp03\wp03_003 |
1012 | 4 | Iai slash | vfx\efx\wp\wp03\wp03_004 |
1012 | 5 | Spirit slash level 1 | vfx\efx\wp\wp03\wp03_004 |
1012 | 6 | Spirit slash level 2 | vfx\efx\wp\wp03\wp03_004 |
1012 | 7 | Spirit slash level 3 | vfx\efx\wp\wp03\wp03_004 |
2007 | 0 | Player counter EFX | vfx\efx\wp\wp03\wp03_005 |
2012 | 0 | Spirit Slashes player EFX | vfx\efx\wp\wp03\wp03_020 |
0 | 0 | Frostcraft Unknown | vfx\efx\wp\wp03\wp03_skill_000 |
0 | 1 | Frostcraft Unknown | vfx\efx\wp\wp03\wp03_skill_000 |
0 | 2 | Frostcraft Unknown | vfx\efx\wp\wp03\wp03_skill_000 |
1 | 0 | Frostcraft Unknown | vfx\efx\wp\wp03\wp03_skill_000 |
1 | 1 | Frostcraft Unknown | vfx\efx\wp\wp03\wp03_skill_000 |
1 | 2 | Frostcraft Unknown | vfx\efx\wp\wp03\wp03_skill_000 |
Contributed by Asterisk and Eddie Oliver#1254
wp\ham\epv\hm_wp04.epv3
Group ID | Record ID | Function | EFX |
---|---|---|---|
2000 | 0 | Start Charging Body Glow | vfx\efx\wp\wp04\wp04_000 |
2000 | 1 | First Charge | vfx\efx\wp\wp04\wp04_001 |
2000 | 2 | Second Charge | vfx\efx\wp\wp04\wp04_002 |
2000 | 3 | Third Charge | vfx\efx\wp\wp04\wp04_003 |
2001 | 0 | Charged Side Blow | vfx\efx\wp\wp04\wp04_005 |
2001 | 1 | Charged Upswing & Charged Brutal Upswing | vfx\efx\wp\wp04\wp04_006 |
2001 | 2 | Charged Big Bang & Charged Brutal Big Bang | vfx\efx\wp\wp04\wp04_007 |
2001 | 3 | Spinning Side Smash | vfx\efx\wp\wp04\wp04_007 |
2001 | 4 | Jumping Charged Attack | vfx\efx\wp\wp04\wp04_005 |
2001 | 5 | Jumping Charged Attack II | vfx\efx\wp\wp04\wp04_006 |
2001 | 6 | Jumping Charged Attack III | vfx\efx\wp\wp04\wp04_007 |
2001 | 7 | Midair Spinning Bludgeon | vfx\efx\wp\wp04\wp04_005 |
2001 | 8 | Midair Spinning Bludgeon (II Charges) | vfx\efx\wp\wp04\wp04_006 |
2001 | 9 | Midair Spinning Bludgeon (III Charges) | vfx\efx\wp\wp04\wp04_007 |
2002 | 0 | Power Charge (Hammer Pulse Glow) | vfx\efx\wp\wp04\wp04_008 |
2002 | 1 | Power Charge (Body Glow) | vfx\efx\wp\wp04\wp04_008 |
2003 | 0 | Spin Midpoint Energy | vfx\efx\wp\wp04\wp04_160 |
1000 | 0 | Overhead Smash (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
1000 | 1 | Overhead Smash (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
1000 | 2 | Overhead Smash (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_002 |
1000 | 3 | Overhead Smash (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_002 |
1000 | 4 | Overhead Smash (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_003 |
1000 | 5 | Overhead Smash (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_003 |
1000 | 6 | Overhead Smash (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_003 |
1001 | 0 | Charge Follow Up (Ground)(Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
1001 | 1 | Charge Follow Up (Ground)(Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_001 |
1002 | 0 | Charged Brutal Upswing (Ground) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_001 |
1003 | 0 | Spinning Follow Up/Strong Upswing (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_001 |
1003 | 1 | Spinning Follow Up/Strong Upswing (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_001 |
1004 | 0 | Charged Side Blow (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_001 |
1004 | 1 | Charged Side Blow (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_003 |
1005 | 0 | Jumping Charge Smash (Ground)(Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_002 |
1005 | 1 | Jumping Charge Smash (Ground)(Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
1005 | 2 | Jumping Charge Smash (Ground)(Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
1006 | 0 | Big Bang (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_002 |
1006 | 1 | Big Bang (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_001 |
1006 | 2 | Big Bang (Ground) (Unknown) | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
1009 | 0 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_000 |
1009 | 1 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_001 |
1009 | 2 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_002 |
1009 | 3 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_003 |
1009 | 4 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_004 |
1009 | 5 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_005 |
1009 | 6 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_006 |
1009 | 7 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_007 |
1009 | 8 | Ground Slash (Any attack that scrapes the ground) | vfx\efx\cm\cm_hm\ground\cm_hm_touch_008 |
1010 | 0 | Spinning Bludgeon (Hammer Glow) | vfx\efx\wp\wp04\wp04_004 |
1020 | 0 | Claw Finisher Smash | vfx\efx\wp\wp04\wp04_009 |
1020 | 1 | Claw Finisher Post Smash Hits effects (Descending hits) | vfx\efx\cm\cm_hm\etc\cm_claw_wp_000 |
1020 | 2 | Unknown | vfx\efx\wp\wp04\wp04_009 |
1500 | 0 | Sharpen | vfx\efx\cm\cm_hm\etc\cm_hm_sharpen_001 |
1500 | 1 | Unknown | vfx\efx\cm\cm_hm\ground\cm_hm_touch_000 |
1500 | 2 | Unknown | vfx\efx\cm\cm_hm\ground\cm_hm_drop_000 |
0 | 0 | Frostcraft (Unknown) | vfx\efx\wp\wp04\wp04_skill_000 |
0 | 1 | Frostcraft (Unknown) | vfx\efx\wp\wp04\wp04_skill_000 |
0 | 2 | Frostcraft (Unknown) | vfx\efx\wp\wp04\wp04_skill_000 |
50 | 0 | Unknown | vfx\efx\cm\cm_hm\ground\cm_hm_drop_000 |
50 | 1 | Unknown | vfx\efx\cm\cm_hm\ground\cm_hm_drop_000 |
wp05/wp05_0XX.efx
Documented by Silvris
Animation ID | Animation Name |
---|---|
00 | Hunting Horn swings (takes epv color for note trails) |
01 | Recital song efx |
02 | Recital air burst |
03 | Tenderizing Attack efx (slight aura on the horn) |
04 | also more Recital air bursts |
05 | outer waves of continuous echo efx |
06 | Impact/Dragon Echo Wave |
07 | Extended Health Recovery/Max Stamina Up+Recovery/Speed Boost+Evade Window Up/Elemental Effectiveness Up |
08 | inner particles of continuous echo efx |
Note Colors
Record Group | Note Color |
---|---|
0 | White |
1 | Purple |
2 | Red |
3 | Green |
4 | Dark Blue |
5 | Light Blue |
6 | Orange |
7 | Yellow |
Translated by Aragaki from a chinese forum, original author unknown.
wp06/wp06_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Didn't measure what it is |
001 | Strength Defense (Perfect Defense) Shield Effect |
002 | The first segment of the sprint (protrusion) acceleration effect |
003 | The second segment of the sprint (protrusion) accelerates the special effects |
004 | Counterattack Spurs No Charge Effect |
005 | Counterattack and full effect |
006 | What is not measured? |
100 | Sprint (spurt) running special effects (the whole process exists when running) |
101 | Didn't measure what it is |
102 | Didn't measure what it is |
110 | Strength Defense (Perfect Defense) Kneeling Action Effects |
PS: What I didn't measure is probably the special effect after the protection is successful. I tested it in the driving range, so there is no defense test.
wp\gun\epv\hm_wp07.epv3
Documented by Crimson
Function | EFX Path |
---|---|
Wyvern's Fire Buildup | vfx\efx\wp\wp07\wp07_000 |
Wyvern's Fire Blast | vfx\efx\wp\wp07\wp07_001 |
Charged Shelling Buildup | vfx\efx\wp\wp07\wp07_002 |
Not used | vfx\efx\wp\wp07\wp07_003 |
Wyrmstake Cannon smoke efx before launching it | vfx\efx\wp\wp07\wp07_004 |
Wyvern's Fire Overheat | vfx\efx\wp\wp07\wp07_005 |
not found | vfx\efx\wp\wp07\wp07_006 |
Normal Shelling | vfx\efx\wp\wp07\wp07_007 |
Long Shelling | vfx\efx\wp\wp07\wp07_008 |
Wide Shelling | vfx\efx\wp\wp07\wp07_009 |
Reload/Quick Reload Shell Model | vfx\efx\wp\wp07\wp07_011 |
not found | vfx\efx\wp\wp07\wp07_012 |
Wyrmstake Cannon Sparks | vfx\efx\wp\wp07\wp07_013 |
Normal Full Burst | vfx\efx\wp\wp07\wp07_020 |
Normal Aerial Burst | vfx\efx\wp\wp07\wp07_021 |
Normal Mounted Burst | vfx\efx\wp\wp07\wp07_022 |
Long Full Burst | vfx\efx\wp\wp07\wp07_023 |
Long Aerial Burst | vfx\efx\wp\wp07\wp07_024 |
Long Mounted Burst | vfx\efx\wp\wp07\wp07_025 |
Wide Full Burst | vfx\efx\wp\wp07\wp07_026 |
Wide Aerial Burst | vfx\efx\wp\wp07\wp07_027 |
Wide Mounted Burst | vfx\efx\wp\wp07\wp07_028 |
Softening Buildup | vfx\efx\wp\wp07\wp07_031 |
Softening Blast | vfx\efx\wp\wp07\wp07_032 |
Wyvern's Fire Smoke | vfx\efx\wp\wp07\wp07_110 |
Wyvern's Fire Ground efx | vfx\efx\wp\wp07\wp07_111 |
Wyrmstake Cannon Spark efx | vfx\efx\wp\wp07\wp07_200 |
Wyrmstake Cannon Smoke | vfx\efx\wp\wp07\wp07_201 |
Shelling Smoke | vfx\efx\wp\wp07\wp07_202 |
Wyrmstake Cannon Model | vfx\efx\wp\wp07\wp07_203 |
Unsheathing and Reload Sparks | vfx\efx\wp\wp07\wp07_500 |
Sheathing sparks | vfx\efx\wp\wp07\wp07_501 |
Full Burst Smoke | vfx\efx\wp\wp07\wp07_900 |
Normal/Long Aerial Burst Smoke | vfx\efx\wp\wp07\wp07_901 |
Wide Aerial Burst Smoke | vfx\efx\wp\wp07\wp07_902 |
wp08/wp08_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Tip glow normal swings (power phial) first call uncharged, second call charged |
001 | Tip glow discharge buildup (power phial) |
002 | Discharge explosion (power phial) |
003 | Sword aura on discharge attack (power phial) |
010 | Tip glow normal swings (power element phial) first call uncharged, second call charged |
011 | Tip glow discharge buildup (power element phial) |
012 | Discharge explosion (power element phial) |
013 | Sword aura on discharge attack (power element phial) |
020 | Tip glow normal swings (dragon phial) first call uncharged, second call charged |
021 | Tip glow discharge buildup (dragon phial) |
022 | Discharge explosion (dragon phial) |
023 | Sword aura on discharge attack (dragon phial) |
024 | Claw weapon attack (axe) |
030 | Tip glow normal swings (exaust phial) first call uncharged, second call charged |
031 | Tip glow discharge buildup (exaust phial) |
032 | Discharge explosion (exaust phial) |
033 | Sword aura on discharge attack (exaust phial) |
040 | Tip glow normal swings (paralysis phial) first call uncharged, second call charged |
041 | Tip glow discharge buildup (paralysis phial) |
042 | Discharge explosion (paralysis phial) |
043 | Sword aura on discharge attack (paralysis phial) |
050 | Tip glow normal swings (poison phial) first call uncharged, second call charged |
051 | Tip glow discharge buildup (poison phial) |
052 | Discharge explosion (poison phial) |
053 | Sword aura on discharge attack (poison phial) |
054 | Axe heavy slam build up, Axe heavy slam glow (player) |
055 | Axe wild swing (player) |
056 | Axe wild swing player aura/particles |
057 | Axe heavy slam impact (weapon) |
058 | Axe heavy slam sparks before impact (weapon?) |
059 | Axe heavy slam impact (player) |
060 | Claw shot (player) |
061 | Claw shot (player) |
099 | Axe wild swing trail (weapon) |
102 | Axe wild swing dust (player) |
200 | sparks |
201 | reload |
202 | white smoke in elemental discharge explosion |
300 | Elemental Discharge explosions (power, element, dragon, ) |
400 | Claw zero sum discharge |
500 | Sword extra explosions when charged (weapon) |
wp\caxe\epv\hm_wp09.epv3
Documented by Crimson
Group ID | Record ID | Function | EFX |
---|---|---|---|
2000 | 0 | Start of AED (Impact) | vfx\efx\wp\wp09\wp09_000 |
2000 | 1 | Start of AED (Fire) | vfx\efx\wp\wp09\wp09_000 |
2000 | 2 | Start of AED (Thunder) | vfx\efx\wp\wp09\wp09_000 |
2000 | 3 | Start of AED (Water) | vfx\efx\wp\wp09\wp09_000 |
2000 | 4 | Start of AED (Ice) | vfx\efx\wp\wp09\wp09_000 |
2000 | 5 | Start of AED (Dragon) | vfx\efx\wp\wp09\wp09_000 |
2001 | 0 | Pre AED electricity (Impact) | vfx\efx\wp\wp09\wp09_010 |
2001 | 1 | Pre AED electricity (Fire) | vfx\efx\wp\wp09\wp09_010 |
2001 | 2 | Pre AED electricity (Thunder) | vfx\efx\wp\wp09\wp09_010 |
2001 | 3 | Pre AED electricity (Water) | vfx\efx\wp\wp09\wp09_010 |
2001 | 4 | Pre AED electricity (Ice) | vfx\efx\wp\wp09\wp09_010 |
2001 | 5 | Pre AED electricity (Dragon) | vfx\efx\wp\wp09\wp09_010 |
2002 | 0 | AED (Impact) | vfx\efx\wp\wp09\wp09_020 |
2002 | 1 | AED (Fire) | vfx\efx\wp\wp09\wp09_021 |
2002 | 2 | AED (Thunder) | vfx\efx\wp\wp09\wp09_022 |
2002 | 3 | AED (Water) | vfx\efx\wp\wp09\wp09_023 |
2002 | 4 | AED (Ice) | vfx\efx\wp\wp09\wp09_024 |
2002 | 5 | AED (Dragon) | vfx\efx\wp\wp09\wp09_025 |
2003 | 0 | SAED (Impact) | vfx\efx\wp\wp09\wp09_030 |
2003 | 1 | SAED (Fire) | vfx\efx\wp\wp09\wp09_031 |
2003 | 2 | SAED (Thunder) | vfx\efx\wp\wp09\wp09_032 |
2003 | 3 | SAED (Water) | vfx\efx\wp\wp09\wp09_033 |
2003 | 4 | SAED (Ice) | vfx\efx\wp\wp09\wp09_034 |
2003 | 5 | SAED (Dragon) | vfx\efx\wp\wp09\wp09_035 |
2004 | 0 | Shield Charge | vfx\efx\wp\wp09\wp09_040 |
2005 | 0 | Overcharge | vfx\efx\wp\wp09\wp09_050 |
2006 | 0 | Unknown (Impact) | vfx\efx\wp\wp09\wp09_070 |
2006 | 1 | Unknown (Fire) | vfx\efx\wp\wp09\wp09_071 |
2006 | 2 | Unknown (Thunder) | vfx\efx\wp\wp09\wp09_072 |
2006 | 3 | Unknown (Water) | vfx\efx\wp\wp09\wp09_073 |
2006 | 4 | Unknown (Ice) | vfx\efx\wp\wp09\wp09_074 |
2006 | 5 | Unknown (Dragon) | vfx\efx\wp\wp09\wp09_075 |
2007 | 0 | ED (Impact) | vfx\efx\wp\wp09\wp09_020 |
2007 | 1 | ED (Fire) | vfx\efx\wp\wp09\wp09_021 |
2007 | 2 | ED (Thunder) | vfx\efx\wp\wp09\wp09_022 |
2007 | 3 | ED (Water) | vfx\efx\wp\wp09\wp09_023 |
2007 | 4 | ED (Ice) | vfx\efx\wp\wp09\wp09_024 |
2007 | 5 | ED (Dragon) | vfx\efx\wp\wp09\wp09_025 |
2008 | 0 | AED/ED (Impact) | vfx\efx\wp\wp09\wp09_020 |
2008 | 1 | AED/ED (Fire) | vfx\efx\wp\wp09\wp09_021 |
2008 | 2 | AED/ED (Thunder) | vfx\efx\wp\wp09\wp09_022 |
2008 | 3 | AED/ED (Water) | vfx\efx\wp\wp09\wp09_023 |
2008 | 4 | AED/ED (Ice) | vfx\efx\wp\wp09\wp09_024 |
2008 | 5 | AED/ED (Dragon) | vfx\efx\wp\wp09\wp09_025 |
2009 | 0 | Condensed Sword Slam (Impact) | vfx\efx\wp\wp09\wp09_060 |
2009 | 1 | Condensed Sword Slam (Fire) | vfx\efx\wp\wp09\wp09_061 |
2009 | 2 | Condensed Sword Slam (Thunder) | vfx\efx\wp\wp09\wp09_062 |
2009 | 3 | Condensed Sword Slam (Water) | vfx\efx\wp\wp09\wp09_063 |
2009 | 4 | Condensed Sword Slam (Ice) | vfx\efx\wp\wp09\wp09_064 |
2009 | 5 | Condensed Sword Slam (Dragon) | vfx\efx\wp\wp09\wp09_065 |
2010 | 0 | Phial Charge Levels | vfx\efx\wp\wp09\wp09_050 |
2011 | 0 | Unknown | vfx\efx\wp\wp09\wp09_036 |
2012 | 0 | Sword Charging EFX Start (Impact) | vfx\efx\wp\wp09\wp09_060 |
2012 | 1 | Sword Charging EFX Start (Fire) | vfx\efx\wp\wp09\wp09_061 |
2012 | 2 | Sword Charging EFX Start (Thunder) | vfx\efx\wp\wp09\wp09_062 |
2012 | 3 | Sword Charging EFX Start (Water) | vfx\efx\wp\wp09\wp09_063 |
2012 | 4 | Sword Charging EFX Start (Ice) | vfx\efx\wp\wp09\wp09_064 |
2012 | 5 | Sword Charging EFX Start (Dragon) | vfx\efx\wp\wp09\wp09_065 |
2012 | 6 | Sword Charging EFX End (Impact) | vfx\efx\wp\wp09\wp09_060 |
2012 | 7 | Sword Charging EFX End (Fire) | vfx\efx\wp\wp09\wp09_061 |
2012 | 8 | Sword Charging EFX End (Thunder) | vfx\efx\wp\wp09\wp09_062 |
2012 | 9 | Sword Charging EFX End (Water) | vfx\efx\wp\wp09\wp09_063 |
2012 | 10 | Sword Charging EFX End (Ice) | vfx\efx\wp\wp09\wp09_064 |
2012 | 11 | Sword Charging EFX End (Dragon) | vfx\efx\wp\wp09\wp09_065 |
2012 | 12 | Sword Charging EFX Fail (Impact) | vfx\efx\wp\wp09\wp09_060 |
2012 | 13 | Sword Charging EFX Fail (Fire) | vfx\efx\wp\wp09\wp09_060 |
2012 | 14 | Sword Charging EFX Fail (Thunder) | vfx\efx\wp\wp09\wp09_060 |
2012 | 15 | Sword Charging EFX Fail (Water) | vfx\efx\wp\wp09\wp09_060 |
2012 | 16 | Sword Charging EFX Fail (Ice) | vfx\efx\wp\wp09\wp09_060 |
2012 | 17 | Sword Charging EFX Fail (Dragon) | vfx\efx\wp\wp09\wp09_060 |
2013 | 0 | Constant Electric Aura (Impact) | vfx\efx\wp\wp09\wp09_060 |
2013 | 1 | Constant Electric Aura (Fire) | vfx\efx\wp\wp09\wp09_061 |
2013 | 2 | Constant Electric Aura (Thunder) | vfx\efx\wp\wp09\wp09_062 |
2013 | 3 | Constant Electric Aura (Water) | vfx\efx\wp\wp09\wp09_063 |
2013 | 4 | Constant Electric Aura (Ice) | vfx\efx\wp\wp09\wp09_064 |
2013 | 5 | Constant Electric Aura (Dragon) | vfx\efx\wp\wp09\wp09_065 |
2014 | 0 | Condensed Slash (Impact) | vfx\efx\wp\wp09\wp09_080 |
2014 | 1 | Condensed Slash (Fire) | vfx\efx\wp\wp09\wp09_080 |
2014 | 2 | Condensed Slash (Thunder) | vfx\efx\wp\wp09\wp09_080 |
2014 | 3 | Condensed Slash (Water) | vfx\efx\wp\wp09\wp09_080 |
2014 | 4 | Condensed Slash (Ice) | vfx\efx\wp\wp09\wp09_080 |
2014 | 5 | Condensed Slash (Dragon) | vfx\efx\wp\wp09\wp09_080 |
2015 | 0 | Charge Sword / Double Slash | vfx\efx\wp\wp09\wp09_060 |
2016 | 0 | Savage Axe Slash (Impact) | vfx\efx\wp\wp09\wp09_002 |
2016 | 1 | Savage Axe Slash (Fire) | vfx\efx\wp\wp09\wp09_002 |
2016 | 2 | Savage Axe Slash (Thunder) | vfx\efx\wp\wp09\wp09_002 |
2016 | 3 | Savage Axe Slash (Water) | vfx\efx\wp\wp09\wp09_002 |
2016 | 4 | Savage Axe Slash (Ice) | vfx\efx\wp\wp09\wp09_002 |
2016 | 5 | Savage Axe Slash (Dragon) | vfx\efx\wp\wp09\wp09_002 |
2017 | 0 | Constant Savage Axe Sparks (Impact) | vfx\efx\wp\wp09\wp09_204 |
2017 | 1 | Constant Savage Axe Sparks (Fire) | vfx\efx\wp\wp09\wp09_204 |
2017 | 2 | Constant Savage Axe Sparks (Thunder) | vfx\efx\wp\wp09\wp09_204 |
2017 | 3 | Constant Savage Axe Sparks (Water) | vfx\efx\wp\wp09\wp09_204 |
2017 | 4 | Constant Savage Axe Sparks (Ice) | vfx\efx\wp\wp09\wp09_204 |
2017 | 5 | Constant Savage Axe Sparks (Dragon) | vfx\efx\wp\wp09\wp09_204 |
2500 | 0 | Sword Trail | vfx\efx\wp\wp09\wp09_099 |
2500 | 1 | Axe Trail | vfx\efx\wp\wp09\wp09_099 |
0 | 0 | Frostcraft Unknown | vfx\efx\wp\wp09\wp09_skill_000 |
0 | 1 | Frostcraft Unknown | vfx\efx\wp\wp09\wp09_skill_000 |
0 | 2 | Frostcraft Unknown | vfx\efx\wp\wp09\wp09_skill_000 |
1 | 0 | Frostcraft Unknown | vfx\efx\wp\wp09\wp09_skill_000 |
1 | 1 | Frostcraft Unknown | vfx\efx\wp\wp09\wp09_skill_000 |
1 | 2 | Frostcraft Unknown | vfx\efx\wp\wp09\wp09_skill_000 |
wp10/wp10_XXX.efx
Translated by Aragaki from a chinese forum, original author unknown.
Animation ID | Animation Name |
---|---|
000 | imprint bullet (target part) special effects |
001 | Imprint bullet (part of the bug) special effects |
002 | The bug gets the essence (impact) effect |
004 | The insect gets the essence (the bug) special effects |
005 | Special effects of bugs going out (back) |
007 | Normal attack effects |
008 | Attack effects after the essence is fully acquired |
010 | The dust of the insect is hit after the blast |
020 | The effect of the bug when it is attacked automatically (may be the replacement of the dust of the bug) |
050 | Effects of pole vaulting and air avoidance and imprinting (part of the insect stick) |
100 | Not measured |
101 | Not measured |
PS| What is not measured is the difference between the dust of the bug or the difference. I use the worm that blasts the dust.
wp\bow\epv\hm_wp11.epv3
Documented by Crimson
Function | EFX Path |
---|---|
Charge 1 (arrow) | vfx\efx\wp\wp11\wp11_000 |
Charge 2 (arrow) | vfx\efx\wp\wp11\wp11_001 |
Charge 3 (arrow) | vfx\efx\wp\wp11\wp11_002 |
not used | vfx\efx\wp\wp11\wp11_003 |
Charge 1 (player) | vfx\efx\wp\wp11\wp11_004 |
Charge 2 (player) | vfx\efx\wp\wp11\wp11_005 |
Charge 3 (player) | vfx\efx\wp\wp11\wp11_006 |
Arc shots opening | vfx\efx\wp\wp11\wp11_010 |
Arc shots landing | vfx\efx\wp\wp11\wp11_011 |
Close, Power, Para, Poison, Sleep, Blast | vfx\efx\wp\wp11\wp11_012 |
Every shot (particle trail) | vfx\efx\wp\wp11\wp11_013 |
Every shot (distortion) | vfx\efx\wp\wp11\wp11_014 |
DP fired sparks | vfx\efx\wp\wp11\wp11_015 |
DP igniting | vfx\efx\wp\wp11\wp11_016 |
DP heat on start | vfx\efx\wp\wp11\wp11_017 |
DP/1000 dragons impacts | vfx\efx\wp\wp11\wp11_018 |
Arrow deflected | vfx\efx\wp\wp11\wp11_019 |
Clutch Claw melee attack | vfx\efx\wp\wp11\wp11_020 |
1000 dragons shot | vfx\efx\wp\wp11\wp11_021 |
1000 dragons prep | vfx\efx\wp\wp11\wp11_022 |
Charge 1 rapid fire/quick shot, DP/1000 dragons, arc shots | vfx\efx\wp\wp11\wp11_050 |
Charge 2 rapid fire, spread shots/DP, arc shots | vfx\efx\wp\wp11\wp11_051 |
Charge 3 rapid fire, spread shots/DP, arc shots | vfx\efx\wp\wp11\wp11_052 |
Charge 4 rapid fire, spread shots/DP/wall shots, arc shots | vfx\efx\wp\wp11\wp11_053 |
DP wind | vfx\efx\wp\wp11\wp11_054 |
Unknown | vfx\efx\wp\wp11\wp11_055 |
DP ground sparks | vfx\efx\wp\wp11\wp11_060 |
Arc shots marker | vfx\efx\wp\wp11\wp11_065 |
DP ground sparks | vfx\efx\wp\wp11\wp11_100 |
DP deflected (ground) | vfx\efx\wp\wp11\wp11_102 |
DP deflected (wall) | vfx\efx\wp\wp11\wp11_103 |
Arc shots dirt kick up | vfx\efx\wp\wp11\wp11_120 |
General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
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- Quest IDs
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- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files