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  • Exist as an OBJECT_TYPE_AREA_OF_EFFECT and searchable specifically with GetFirstObjectInShape and GetNearestObject (yes both movable and non-movable ones)
  • Has a tag matching the "LABEL" column and findable using GetObjectByTag and GetNearestObjectByTag
    • This is also - without further interaction - the only way to get the bounding sizes and other properties
  • Has special properties set on it regarding:
    • The creator (the object the script applying the effect was called from) returned by GetAreaOfEffectCreator(OBJECT_SELF)
    • The event scripts: On Enter, On Exit and Heartbeat - done from the script command or the 2da line - there is also a User Defined Event apparently available, but cannot be set at inception but later can with SetEventScript (needs testing!)
    • The size and shape of it from the 2da entry
    • The duration remaining (not sure this can be retrieved)
    • The spell ID which is used when applying effects (so they can be accurately removed later)
    • The spell save DC - should set to the right amount when GetSpellSaveDC is called, we hope, although it could still change after later castings. To test in EE.
    • The caster level - should be set to the right amount when using ResistSpell, GetCasterLevel (not sure if using OBJECT_SELF or GetAreaOfEffectCreator) and when new effects are applied from the AOE object (which get traced to the creator of the AOE applying them). However this probably needs heavily testing to be really sure it does all this in EE.
  • If the AOE calls EventSpellCastAt it will use the creator, not itself, as the caster
  • If the AOE applies an effect apparently (needs fully testing - in the case of now-invalid casters also!) it gets created with the correct spell ID and that the creator is GetAreaOfEffectCreator.

Moving Object Properties

  • Applied as an effect that is searchable by GetFirst/NextEffect and can be removed with RemoveEffect and DispelMagic functions. The duration is tracked here instead and is retrievable.
  • Will be moving with the object it is applied to - although is known to "Lag behind" meaning the creature moves outside of the AOE area and the OnExit event removes it. This is especially true if the creature is moving fast or there are just a lot of things going on and the AOE just...doesn't update it's location.
    • Think of it as a check that does JumpToLocation(GetLocation(GetAreaOfEffectCreator(OBJECT_SELF))) done...intermittently

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There are some oddities when AOEs overlap.

2da Columns

Column NameExampleValid ValuesDescription and Notes
LABELVFX_PER_FOGACIDText that matches a tag format

For once a LABEL column that is actually used by the game! This column is used to set the tag of the created AOE object.

Tags are usually upper case, with no spaces.

Bioware signifies "VFX_PER_" as "persistent", applied to the ground, and VFX_MOB_ as "mobile" - ie applied to a creature.

SHAPEC

C - Circular

R - Retangular

There doesn't appear to be any other options, but C and R cover most use cases.
RADIUS5Float value

Radius in meters if SHAPE is C.

This is used both for the edge where On Enter is triggered/objects are considered inside the AOE, but also for the VFX limits if MODEL01/MODEL02/MODEL03 is used.

WIDTH10Float value

Width in meters if SHAPE is R

This is used both for the edge where On Enter is triggered/objects are considered inside the AOE, but also for the VFX limits if MODEL01/MODEL02/MODEL03 is used.

LENGTH2Float value

Length in meters if SHAPE is R

This is used both for the edge where On Enter is triggered/objects are considered inside the AOE, but also for the VFX limits if MODEL01/MODEL02/MODEL03 is used.

ONENTERNW_S0_AcidFogAResref of script NSS fileOn Enter script that fires when an object enters the area. Bioware ones are signified by "A"
ONEXITNW_S0_AcidFogBResref of script NSS fileOn Exit script that fires when an object leaves the area (also happens if the AOE duration runs out or it is destroyed). Bioware ones are signified by "A"
HEARTBEATNW_S0_AcidFogCResref of script NSS fileOn Heartbeat script that fires when 6 seconds has elapsed (so "once per round") if the AOE object gets proper updates mind you (See: issues above). Bioware ones are signified by "C".
OrientWithGround00 or 1Presumably causes the VFX to be orientated with the ground, so on slopes it'd be flat against the slope. No default AOE Bioware uses has this turned on, probably because it'd look weird.
DurationVFX230visualeffects.2da line referenceA large, single VFX that is applied to the position of the VFX when the AOE is in place. Many that use this option do not use the other options in this list.
MODEL01vps_fogacidResref of VFX modelIf MODEL01 is defined then NUMACT01 amounts are spawned for DURATION01 milliseconds randomly in the area with EDGEWGHT01 affecting how close to the edge they are.
MODEL02vps_fogacidResref of VFX modelIf MODEL02 is defined then NUMACT03 amounts are spawned for DURATION02 milliseconds randomly in the area with EDGEWGHT02 affecting how close to the edge they are.
MODEL03vps_fogacidResref of VFX modelIf MODEL03 is defined then NUMACT03 amounts are spawned for DURATION03 milliseconds randomly in the area with EDGEWGHT03 affecting how close to the edge they are.
NUMACT015Integer amountAmount of MODEL01 VFX models to spawn
NUMACT0210Integer amountAmount of MODEL02 VFX models to spawn
NUMACT035Integer amountAmount of MODEL03 VFX models to spawn
DURATION013400Integer millisecondsAmount of time MODEL01 VFX models stay for
DURATION021100Integer millisecondsAmount of time MODEL02 VFX models stay for
DURATION031900Integer millisecondsAmount of time MODEL03 VFX models stay for
EDGEWGHT0100.0 - 1.0 floatEdge weight of MODEL01 VFX inside the AOE shape
EDGEWGHT020.250.0 - 1.0 floatEdge weight of MODEL02 VFX inside the AOE shape
EDGEWGHT030.250.0 - 1.0 floatEdge weight of MODEL03 VFX inside the AOE shape
SoundImpactsps_darknessResref of sound fileA one time single shot sound effect played at the location of where the AOE is spawned
SoundDurationsps_fog_loopResref of sound fileA repeating constantly playing sound effect centered on the location where the AOE is
SoundCessation****Resref of sound fileA one time single shot sound effect played at the location of where the AOE is when it is removed from the game (end of duration/DestroyObject)
SoundOneShotsps_fogResref of sound fileA sound that apparently repeatedly randomly plays each round
SoundOneShotPercentage0.30.0 - 1.0 floatPercentage chance (per round?) to play the SoundOneShot VFX
MODELMIN01vps_fogacid_LResref of VFX modelReplaces MODEL01 if present and is on Low Quality Graphics mode
MODELMIN02vps_fogacid_LResref of VFX modelReplaces MODEL02 if present and is on Low Quality Graphics mode
MODELMIN03vps_fogacid_LResref of VFX modelReplaces MODEL03 if present and is on Low Quality Graphics mode