The vfx_persistent.2da controls the default of the
EffectAreaOfEffect is used to generate area of effects in game. These have two different applications - to a location (non-moving) or to a creature object (moving).
They are special objects - you can't create them any other way. They're not quite effects and not quite full objects - they're instead a weird mix of both.
In most cases you do need to have a valid AOE creator for these to function correctly. In some cases the creator can be destroyed or logged out but it usually causes Weird Things(TM) to happen, usually regarding effects created from the AOE's themselves.
The below hasn't been fully tested but should be assumed - in NWN:EE some fixes were put in place for AOE objects. There may be other fixes also needed.
There are actually 4 event scripts, 3 defined in vfx_persistent.2da and apparently an On User Defined one.
Line 7 VFX_PER_WALLBLADE is the only persistent VFX that enables environmental mapping on the model. Sadly we can't bypass this with progfx.2da unhardcoding.
Mobile AOEs (usually cast on self) if they don't get their position updated can mean the person moving around can move out of them - especially if at high speed in a small AOE object or on a laggy server.
Since removing all effects from the spell removes the AOE itself this is a fun time when a bard manages to stop singing because they ran outside of their own singing AOE!
A workaround is to never remove effects from the AOE OnExit event unless the effect has been removed from the caster (ie it has dispelled or expired) since the order goes: Effect removed → Fire on Exit of AOE → Destroy AOE object.
There are some oddities when AOEs overlap.
| Column Name | Example | Valid Values | Description and Notes |
|---|---|---|---|
| LABEL | VFX_PER_FOGACID | Text 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. |
| SHAPE | C | C - Circular R - Retangular | There doesn't appear to be any other options, but C and R cover most use cases. |
| RADIUS | 5 | Float 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. |
| WIDTH | 10 | Float 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. |
| LENGTH | 2 | Float 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. |
| ONENTER | NW_S0_AcidFogA | Resref of script NSS file | On Enter script that fires when an object enters the area. Bioware ones are signified by "A" |
| ONEXIT | NW_S0_AcidFogB | Resref of script NSS file | On 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" |
| HEARTBEAT | NW_S0_AcidFogC | Resref of script NSS file | On 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". |
| OrientWithGround | 0 | 0 or 1 | Presumably 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. |
| DurationVFX | 230 | visualeffects.2da line reference | A 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. |
| MODEL01 | vps_fogacid | Resref of VFX model | If 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. |
| MODEL02 | vps_fogacid | Resref of VFX model | If 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. |
| MODEL03 | vps_fogacid | Resref of VFX model | If 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. |
| NUMACT01 | 5 | Integer amount | Amount of MODEL01 VFX models to spawn |
| NUMACT02 | 10 | Integer amount | Amount of MODEL02 VFX models to spawn |
| NUMACT03 | 5 | Integer amount | Amount of MODEL03 VFX models to spawn |
| DURATION01 | 3400 | Integer milliseconds | Amount of time MODEL01 VFX models stay for |
| DURATION02 | 1100 | Integer milliseconds | Amount of time MODEL02 VFX models stay for |
| DURATION03 | 1900 | Integer milliseconds | Amount of time MODEL03 VFX models stay for |
| EDGEWGHT01 | 0 | 0.0 - 1.0 float | Edge weight of MODEL01 VFX inside the AOE shape |
| EDGEWGHT02 | 0.25 | 0.0 - 1.0 float | Edge weight of MODEL02 VFX inside the AOE shape |
| EDGEWGHT03 | 0.25 | 0.0 - 1.0 float | Edge weight of MODEL03 VFX inside the AOE shape |
| SoundImpact | sps_darkness | Resref of sound file | A one time single shot sound effect played at the location of where the AOE is spawned |
| SoundDuration | sps_fog_loop | Resref of sound file | A repeating constantly playing sound effect centered on the location where the AOE is |
| SoundCessation | **** | Resref of sound file | A 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) |
| SoundOneShot | sps_fog | Resref of sound file | A sound that apparently repeatedly randomly plays each round |
| SoundOneShotPercentage | 0.3 | 0.0 - 1.0 float | Percentage chance (per round?) to play the SoundOneShot VFX |
| MODELMIN01 | vps_fogacid_L | Resref of VFX model | Replaces MODEL01 if present and is on Low Quality Graphics mode |
| MODELMIN02 | vps_fogacid_L | Resref of VFX model | Replaces MODEL02 if present and is on Low Quality Graphics mode |
| MODELMIN03 | vps_fogacid_L | Resref of VFX model | Replaces MODEL03 if present and is on Low Quality Graphics mode |