There are a number of VFX lines which are referenced by the engine. This might be useful to know for two reasons:
- If you wanted to replicated what it does in some instances, especially in cutscenes or controlled instances, or in spells, then you can use these to replicate the engine to be consistent.
- In addition if you change those lines you can upgrade or change the visuals to suit your module. For instance combat blood animations, or the animations used for "Stun" applied from the On Hit item effect, or even the invisibility effect.
Most are applied exactly the same as EffectVisualEffect() will apply them however they usually cannot be sought by GetFirstEffect/GetNextEffect. In most cases they're instant effects in any case.
There are also VFX lines referenced in damagehitvisual.2da when a melee attack of a particular kind hits a target.
Hardcoded MDL references
Some parts of the engine hardcode VFX instead of loading a specific visualeffects.2da line, in this case the monk hit visuals. See also the VFX Effect Caching which essentially hardcodes the "chunk" combat models (things blowing up into messy bones and the like).
Hardcoded Effect MDL | Hardcoded Use |
---|---|
vcm_monkquiv.mdl | Monk Quivering Palm attack |
vcm_monkstun.mdl | Monk Stunning Fist attack |
vcm_monkki.mdl | Monk Ki Attack |
Hardcoded VFX Lines
visualeffects.2da Label | Line ID | Picture | Duration Type | Usage and Description |
---|---|---|---|---|
VFX_DUR_BLACKOUT | 5 | Temporary/Permanent | EffectBlind will apply this as a custom VFX - ie if you are blinded. It references progfx.2da line 333 as well so can be altered there too. Left pictures:
| |
VFX_DUR_INVISIBILITY | 6 | Temporary/Permanent | Hearing, but not seeing, an object will apply this as a special VFX regardless of spell VFX. For instance a creature around a corner but within hearing range, or those who you successfully hear stealthing but don't see. Again it references a progfx.2da line 400 so can be altered there. | |
VFX_DUR_MIND_AFFECTING_NEGATIVE | 7 | Temporary/Permanent | Applied when On Hit: Sleep is applied to a target. | |
VFX_FNF_SUMMON_GATE | 32 | Instant | Used for dm_cowsfromhell as the "gate" the cows come from | |
VFX_FNF_SUMMON_MONSTER_3 | 35 | Instant | Used when EffectSwarm summons a new creature after the old one is dead, so you could alter the line, remove all references to the VFX in other scripts and get a unique effect for the swarm effect. | |
VFX_FNF_SUMMON_UNDEAD | 36 | Instant | Apparently Animal Companions and Familiars are undead, because this VFX line is used to summon them, referenced as VISUAL_EFFECT_SUMMON_ASSOCIATE. You could alter this line then find all references to it in spells and change them to have a unique summon effect for familiars. Alternatively you blank the line out and apply your own VFX when the associate is summoned. | |
VFX_IMP_BLIND_DEAF_M | 46 | Instant | Applied to the target of On Hit: Blind and On Hit: Deaf | |
VFX_IMP_DEATH | 50 | Instant | Applied to the target of:
Funnily enough it is not applied for On Hit: Vorpal. | |
VFX_IMP_DISEASE_S | 51 | Instant | Used when Disease is initially applied to the given person. Alas the payload does VFX_IMP_POISON_S instead (line 84) for some reason, possibly because most diseases turn into ability damage at that point? (or more likely a bug). | |
VFX_IMP_DOOM | 57 | Instant | Applied to the target of On Hit: Doom | |
VFX_IMP_FLAME_S | 61 | Instant | Used for dm_cowsfromhell as the "flame" the targets are affected by the cows. | |
VFX_IMP_HEALING_S | 69 | Instant | The SKILL_HEAL will apply this VFX when the heal check heals damage (which should be basically always) | |
VFX_IMP_POISON_S | 84 | Instant | Used when a Poison payload is applied (either on the initial application or the later one). Disease payload also uses this, but the initial application is the correct one (51) | |
VFX_IMP_POLYMORPH | 85 | Instant | When a EffectPolymorph effect is removed (by cancelling, dispel magic, RemoveEffect, death etc.) this VFX will play. You could use a new VFX line for starting polymorph, and alter this one to be just the "unpolmorph" line. | |
VFX_IMP_REDUCE_ABILITY_SCORE | 91 | Instant | On Hit: Ability Drain and On Hit: Level Drain apply these instantly to the target. | |
VFX_IMP_SILENCE | 93 | Instant | On Hit: Silence applies this (the duration visual is just the negative cessate one). | |
VFX_IMP_SLEEP | 94 | Instant | On Hit: Sleep applies this (the duration visual is just the negative cessate one). | |
VFX_IMP_SLOW | 95 | Instant | On Hit: Slow applies this (the duration visual is just the negative cessate one). | |
VFX_IMP_UNSUMMON | 99 | Instant | Visual effect when a summon is asked to unsummon itself. Can be an animal companion, familiar, or EffectSummonCreature - see Lexicon for more information. If set to not destroyable (so the summon doesn't disappear) it will still play this VFX regardless. Referenced internally as VISUAL_EFFECT_UNSUMMON_ASSOCIATE. | |
VFX_COM_BLOOD_REG_RED | 109 | Instant | On Hit: Wounding effect applies this if the affected targets blood type (according to appearance.2da) is Red ("R") | |
VFX_COM_BLOOD_REG_GREEN | 110 | Instant | On Hit: Wounding effect applies this if the affected targets blood type (according to appearance.2da) is Green ("G") | |
VFX_COM_BLOOD_REG_YELLOW | 111 | Instant | On Hit: Wounding effect applies this if the affected targets blood type (according to appearance.2da) is Yellow ("Y") | |
VFX_COM_BLOOD_CRT_RED | 115 | Instant | When damage is applied (via. EffectDamage/attacks, EffectHitPointChangeWhenDying or removal of EffectTemporaryHitpoints) and the target properly dies from it, and the affected targets blood type (according to appearance.2da) is Red ("R") this is applied to them | |
VFX_COM_BLOOD_CRT_GREEN | 116 | Instant | When damage is applied (via. EffectDamage/attacks, EffectHitPointChangeWhenDying or removal of EffectTemporaryHitpoints) and the target properly dies from it, and the affected targets blood type (according to appearance.2da) is Green ("G") this is applied to them | |
VFX_COM_BLOOD_CRT_YELLOW | 117 | Instant | When damage is applied (via. EffectDamage/attacks, EffectHitPointChangeWhenDying or removal of EffectTemporaryHitpoints) and the target properly dies from it, and the affected targets blood type (according to appearance.2da) is Yellow ("Y") this is applied to them | |
VFX_COM_GIB | 119 | Can't seem to trigger this VFX using ApplyEffectToObject. Instead use the individual ones below perhaps. | Instant | When a EffectDeath occurs (which is triggered by damage etc., the engine creates it's own EffectDeath if necessary) and it is bSpectacular - this will play and the object is removed. Explody gibs. References line 800 in progfx.2da as well with no parameters so you can't really alter this...or can you? The VFX_COM_CHUNK_ lines below seem to be used. |
VFX_COM_CHUNK_RED_SMALL | 121 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Small or smaller creatures with Red ("R") blood type Note: Seems to be applied to the head node when ApplyEffectToObject is used. | |
VFX_COM_CHUNK_RED_MEDIUM | 122 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Medium or larger creatures with Red ("R") blood type Also dm_cowsfromhell - Cows from Hell impact on target "blood" effect | |
VFX_COM_CHUNK_GREEN_SMALL | 123 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Small or smaller creatures with Green ("G") blood type | |
VFX_COM_CHUNK_GREEN_MEDIUM | 124 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Medium or larger creatures with Green ("G") blood type | |
VFX_COM_CHUNK_YELLOW_SMALL | 125 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Small or smaller creatures with Yellow ("Y") blood type | |
VFX_COM_CHUNK_YELLOW_MEDIUM | 126 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Medium or larger creatures with Yellow ("Y") blood type | |
VFX_DUR_LIGHT_BLUE_5 | 153 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_BLUE_10 | 154 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_BLUE_15 | 155 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_BLUE_20 | 156 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_YELLOW_5 | 157 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_YELLOW_10 | 158 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_YELLOW_15 | 159 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_YELLOW_20 | 160 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_PURPLE_5 | 161 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_PURPLE_10 | 162 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_PURPLE_15 | 163 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_PURPLE_20 | 164 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_RED_5 | 165 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_RED_10 | 166 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_RED_15 | 167 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_RED_20 | 168 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_ORANGE_5 | 169 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_ORANGE_10 | 170 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_ORANGE_15 | 171 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_ORANGE_20 | 172 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_WHITE_5 | 173 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_WHITE_10 | 174 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_WHITE_15 | 175 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_WHITE_20 | 176 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_GREEN_5 | 177 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_GREEN_10 | 178 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_GREEN_15 | 179 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_LIGHT_GREEN_20 | 180 | Temporary/Permanent | Hardcoded VFX line for ITEM_PROPERTY_LIGHT. iprp_color.2da has the colours listed, and iprp_lightcost has the intensity - "Dim (5M)", "Low (10M)", "Normal (15M)", "Bright (20M"), relating to these lines. Each links to the progfx.2da lines for lighting effects. | |
VFX_DUR_DARKVISION | 182 | Temporary/Permanent | FEAT_DARKVISION or the darkvision item property applies this light. Is linked to a progfx.2da line. | |
VFX_DUR_CESSATE_NEGATIVE | 207 | Temporary/Permanent | Internally this is linked to various effects for On Hit properties. These should be:
| |
VFX_DUR_MIND_AFFECTING_DISABLED | 208 | Temporary/Permanent | EffectStunned, and any other source of stun (Stunning Fist, On Hit: Stun etc.) apply this visual effect while the stun is in place. It is odd, since no other mind effect seems to do this, eg; Daze. On Hit: Confusion also applies this. | |
VFX_DUR_MIND_AFFECTING_DOMINATED | 209 | Temporary/Permanent | On Hit: Daze and On Hit: Dominated applies this (along with VFX_DUR_CESSATE_NEGATIVE) Yes it appears Daze should use the DISABLED one not the DOMINATED, a bug. | |
VFX_DUR_MIND_AFFECTING_FEAR | 218 | Temporary/Permanent | On Hit: Fear applies this. | |
VFX_DUR_PARALYZED | 232 | Temporary/Permanent | On Hit: Stun and the Death Attack on hit effect applies this linked to the paralysis (hold) effect. | |
VFX_COM_CHUNK_BONE_MEDIUM | 236 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a creature with White ("W") blood type | |
VFX_COM_BLOOD_SPARK_MEDIUM | 238 | Instant | On Hit: Wounding effect applies this if the affected targets blood type (according to appearance.2da) is White ("W") | |
VFX_COM_BLOOD_SPARK_LARGE | 239 | Instant | When damage is applied (via. EffectDamage/attacks, EffectHitPointChangeWhenDying or removal of EffectTemporaryHitpoints) and the target properly dies from it, and the affected targets blood type (according to appearance.2da) is White ("W") this is applied to them | |
VFX_DUR_BLINDVISION | 242 | Temporary/Permanent | "Blind vision" - but not sure this actually is applied (it is detected as a vision type but it doesn't seem the vision type is used?) It appears to be used in absence of any other type of "vision" eg; a normal human without Darkvision. The progfx.2da line it references is 329. It lights up areas in the default game so humans can still see stuff. | |
VFX_DUR_LOWLIGHTVISION | 243 | Temporary/Permanent | FEAT_LOW_LIGHT_VISION - Low Light Vision feat visual | |
VFX_DUR_ULTRAVISION | 244 | Temporary/Permanent | EffectUltravision applies this VFX automatically | |
VFX_DUR_BLIND | 247 | Temporary/Permanent | EffectBlind is applied (and you are deemed blind), then this is applied automatically | |
VFX_IMP_REFLEX_SAVE_THROW_USE | 256 | Instant | GetReflexAdjustedDamage will automaically play vis VFX if the creature passed their reflex save. This function can be re-done in nwscript pretty much if you wanted to replace it. Note ReflexSave etc. do not apply VFX, this one does because the resulting number you don't know if it was because of a feat, or because of a save. | |
VFX_FNF_SPELL_FAIL_HEAD | 292 | Instant | Visual effect applied when you're conjuring a spell and are interrupted (eg; damage meaning a failed concentration check). This one is used if ConjAnim is set to "head" in spells.2da. Has progfx.2da reference 1200. | |
VFX_FNF_SPELL_FAIL_HAND | 293 | Instant | Visual effect applied when you're conjuring a spell and are interrupted (eg; damage meaning a failed concentration check). This one is used if ConjAnim is set to "hand" in spells.2da. Has progfx.2da reference 1201. | |
VFX_FNF_HIGHLIGHT_FLASH_WHITE | 294 | Instant | Visual effect applied when the speaker changes in dialog, eg: 2 different NPCs saying things like the start of SoU. Seems to be a VFX that is applied for around 1 second or so. Relates to progfx.2da value 205. | |
VFX_DUR_GHOSTLY_PULSE_QUICK | 295 | Temporary/Permanent | Applied when you are in stealth mode, regardless of if someone else can see you. Useful to use in a cutscene to show someone sneaky (without them actually disappearing!). Relatest to progfx.2da value 404. | |
VFX_DUR_PETRIFY | 351 | Temporary/Permanent | EffectPetrify applies this VFX while it is in effect, unlike other "skin" effects which are applied in the effect scripts. This might have been to assist any potential On Hit: Petrify but that doesn't exist. | |
VFX_DUR_FREEZE_ANIMATIONS | 352 | Temporary/Permanent | EffectPetrify applies this VFX while it is in effect, unlike other "skin" effects which are applied in the effect scripts. This might have been to assist any potential On Hit: Petrify but that doesn't exist. Freezing animations doesn't stop movement - thus you can slide after using an emote and freezing half way in that animation state. | |
VFX_COM_CHUNK_STONE_SMALL | 353 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Small or smaller creatures when petrified | |
VFX_COM_CHUNK_STONE_MEDIUM | 354 | Instant | Appears to be what occurs when VFX_COM_GIB ie; Progfx type 9 (progfx.2da line 800) is used on a Medium or larger creatures when petrified | |
**** | 999 | Special? | dm_cowsfromhell - Cows from Hell main visual effect - game engine refers to the reference as VISUAL_EFFECT_COW. It's recommended not to reuse this line even though it is blank since apparently the engine self-codes the relevant 2da entries for it. It is a bit buggy if used in EffectVisualEffect, probably requires a target than using it on self (similar to how magic missile VFXs need a target). |