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The exceptions to this are these items which have hardcoded exceptions where the VFX model above, for instance wblfl_fxholy.mdl (loaded for "Holy" for the Light Flail), are attached to a specific part instead.
Weapon Name | Node attached | Part attached to |
---|---|---|
Light Flail | fx_node | Part 3 (Top) |
Heavy Flail | fx_node | Part 3 (Top) |
Morningstar | fx_node | Part 3 (Top) |
Whip | fx_node | Part 2 (Middle) |
2da Columns
Column | Example Contents | Valid Values | Description and Notes |
---|---|---|---|
Label | Acid | Human readable string | Builder reference, not used by the game |
Name | 83393 | Dialog.tlk string reference | Name of the item property for toolset use |
ModelSuffix | acid | Text string | The YYYYY suffix of the model to use. Note a blank entry would make a good "None" to override any other VFX on the weapon (hardcoded ones such as vs. good). |
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