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EFX IDs
Translated by Aragaki from a chinese forum, original author unknown.
wp00/wp00_XXX.efx.
Animation ID | Animation Name |
---|---|
001 | 1 Grade Accumulation Special Effect |
002 | 2 Grade Accumulation Special Effect |
003 | 3 Grade Accumulation Special Effect |
004 | Intensive chopping of special effects |
005 | 1 Cutting Effect |
006 | 2 Stage Cutting and the Last Stage Cutting Effect of Each Stage |
007 | 3 Cutting Effect |
008 | Really strive to cut the first special effect |
190 | Special effects of cutting down and lifting up |
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 |
wp03/wp03_0XX.efx
Animation ID | Animation Name |
---|---|
00 | Air blade 斩 series weapon attack special effects (all include air blade too roundabout, etc.) |
10 | Whiteblade weapon special effects (may have to take the knife first) |
11 | Yellow blade weapon special effects (may have to close the knife first) |
12 | Red-blade weapon special effects (may have to take the knife first) |
20 | Use the cut, the blade, or the body effect after the blade (I don't know what it is, it is easy to appear) |
30 | Air blade big swing body effect |
40 | See the cut (see broken) successful effects |
50 | Deng Longjian special effects |
60 | (I didn't measure what it was, I guess it might be to avoid the physical effects when the monster attack succeeded) |
PS: EX curry stick really can be done (weapon special effects replace jet light column) If the body effect is replaced by a belt (continuous), it will always exist.
wp04/wp04_XXX.efx.
Animation ID | Animation Name |
---|---|
000 | Not detected |
001 | 1 Stage Accumulation Special Effect |
002 | 2 Phase Accumulation Special Effect |
003 | 3 Stage Accumulation Special Effect |
004 | Powerful (Strong) Strike (3rd-order Powerful Attack) Special Effect |
005 | Intensive Swing (First-order Intensive Attack) Special Effect |
006 | Accelerated Pressure (2nd-order Accelerated Attack) Special Effect |
007 | Boost (Strong) Strike (3rd-order Boost Attack) Another special effect (maybe, because my 04 file for 07 is the same special effect) |
008 | Accumulation effect (Accumulation stage press the right button of the Accumulation) |
160 | I can't figure out what it is. |
PS Because no hammer has been used, the possible test method is incomplete.
wp05/wp05_0XX.efx
Animation ID | Animation Name |
---|---|
00 | All general effects |
01 | Performance of the performance |
02 | The special effect of the previous one |
04 | What did you test out? |
PS The one that has not been tested, I guess it is the special effect of other instruments. I only have to take the loofah flute to measure it, so it is not very clear.
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.
wp07/wp07_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Dragon Gun Charger Effect |
001 | Dragon Attack Special Effects |
002 | Accumulating gunpowder accumulator effect |
003 | Not measured |
004 | Long Hang gun shot special effects |
005 | Weapon overheating effect |
006 | Not measured |
007 | Shelling and shelling effects (normal type) |
008 | Shelling and shelling effects (radiation type) |
009 | Shelling and shelling effects (diffusion type) |
011 | Fill in special effects |
012 | Not measured |
013 | The special effect of the dragon-hanging gun shot from the moment of the rifle |
020 | Full bursting of shelling effects (full bomb launch) (normal type) |
021 | Shelling effect (full bomb launch) in full air burst (normal type) |
022 | The shelling effect of the complete burst of the ride (full-bomb launch) (normal type) (see the speculation table because it is not used in the training ground) |
023 | Full-blown shelling effect (full-elastic launch) (radial type) |
024 | Full-bodied bombardment effect in air (full-elastic launch) (radiation type) |
025 | The shelling effect of the complete burst (the full-elastic launch) (radiation type) at the end of the ride (see the speculation table because it is not used in the training ground) |
026 | Full bursting of shelling effects (full bomb launch) (diffusion type) |
027 | Full-bodied bombardment effect in air (full-elastic launch) (diffusion type) |
028 | The shelling effect of the full burst of the ride (the full-elastic launch) (diffusion type) (see the speculation table because it is not used in the training ground) |
110 | Dragon Artillery Shelling Special Effects |
200 | Not measured |
202 | Shelling Explosion Effects |
203 | Not measured |
500 | Special effects when pulling out the weapon and filling the gun head back |
501 | Special effects when gaining weapons |
900 | Explosive special effects of full burst ((full bomb launch) (all types) |
901 | Explosive effects in full air burst (full bomb launch) (all types) |
902 | Explosive special effects (all-round launch) (full type) of the complete burst of the ride (see the speculation table, because it is not used in the training ground) |
wp08/wp08_XXX.efx
Animation ID | Animation Name |
---|---|
000 | The deformation of the axe and the sword and the general shape of the sword (the sniper axe of the bottle) |
001 | Property liberation sniper special effects (sniper axe with strong bottle) |
002 | Property liberation 斩 explosion special effects (sniper axe for strong bottle) |
003 | High-powered blade special effects (sniper axe) |
010 | Axe change sword deformation and sword form general attack effect (strong attribute bottle of sniper axe) |
011 | attribute liberation sniper special effects (strong attribute bottle sniper axe) |
012 | attribute liberation 斩 explosion special effects (strong attribute bottle sniper axe) |
013 | High-power state blade special effect (strong attribute bottle of sniper axe) |
020 | The deformation of the axe and the sword form the general effect of the sword (the sniper axe of the dragon bottle) |
021 | Property liberation sniper special effects (sniper axe of the dragon bottle) |
022 | attribute liberation 斩 explosion special effects (killer bottle sniper axe) |
023 | High-power state blade special effects (Sniper Axe of the Dragon Bottle) |
030 | The deformation of the axe and the sword and the general shape of the sword (the sniper axe of the gas cylinder) |
031 | attribute liberation sniper special effects (smashing axe of the gas cylinder) |
032 | Property liberation 斩 explosion special effects (smashing axe of the gas cylinder) |
033 | High-power state blade special effect (smashing axe of the gas cylinder) |
040 | The deformation of the axe and the sword and the general shape of the sword (the sniper axe of the paralyzed bottle) |
041 | Property liberation sniper special effects (sniper axe of paralyzed bottle) |
042 | Property Liberation 斩 Explosive Effects (Mahjong Bottle Sniper Axe) |
043 | High-power state blade special effect (sniper axe of paralyzed bottle) |
050 | The deformation of the axe and the sword and the general shape of the sword (the sniper axe of the poison bottle) |
051 | Property liberation sniper special effects (smack axe of poison bottle) |
052 | Property Liberation 斩 Explosive Effects (Spoken Axe of Poison Bottle) |
053 | High-power state blade special effect (poison axe of poison bottle) |
099 | Dual morphology and general attack |
102 | Axe shape swing (right attack) special effects |
200 | Weapon effects in double form and deformation |
201 | Filling (filling) effects |
202 | High output status attribute liberation sniper effect |
300 | High output status attribute liberation 斩 explosion special effects |
400 | Not measured (probably the special effect when the knee is broken and climbed up, but I won't press) |
500 | high output state sword attack special effects |
wp09/wp09_XXX.efx.
Animation ID | Animation Name |
---|---|
000 | Attribute emancipation, chopping, brandishing and super-high-powered Attribute emancipation, chopping and smashing the ground special effects |
010 | Attribute Liberation Chop Hit Special Effect |
020 | Weak Slash (Impact Phial) |
030 | Sword |
040 | Red Shield (Continous Effect) |
050 | Yellow or Red Phial Limit (Continuous Effect) |
060 | Red Sword (Impact Phial) |
070 | Shield Thrust Special Effect |
080 | Sword |
099 | Melee Attack Effects |
100 | The special effect of deforming the axe to change the sword and drawing the sword directly. |
200 | The special effects of deformed chopping, changing and directly drawing axes, each sword inserting into and pulling out the shield |
201 | Second Special Effect of Shield Burst |
wp10/wp10_XXX.efx
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.
wp11/wp11_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Charge Control Lv1 |
001 | Charge Control Lv2 |
002 | Charge Control Lv3 |
003 | Charge Control Lv4 |
004 | Charge Power Lv1 |
005 | Charge Power Lv2 |
006 | Charge Power Lv3 |
010 | Unknown |
011 | Special Effect falling shoots |
012 | Use Coating |
013 | Remove Coating |
014 | Spare shoots |
015 | Dragonpierce Shoots |
016 | Dragonpierce Ground Effect |
017 | Dragonpierce Charging Effect |
018 | Dragonpierce Hit Effect |
019 | Unknown |
050 | Special Effect shoot without power-coating |
051 | Charge Lv1 (Power-coating) |
052 | Charge Lv2 (Power-coating) |
053 | Charge Lv3 (Power-coating) |
054 | Dragonpierce shoots another special effect |
055 | Unknown |
060 | Dragonpierce ground another special effect |
065 | Unknown |
100 | Falling Arrow |
102 | Dragonpierce hit another special effect |
103 | Unknown |
120 | Falling Arrow |
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