Tools:
- WitchyBND or FXR3 + Yabber
- Notepad++
General
SFX are the special visual effects that use models and textures to "simulate" glowing, fire, flames and magic. They are located in the "sfx" folder of the game:
1. There is the "sfxbnd_commoneffects.ffxbnd.dcx" that contains sfx that can appear everywhere which also includes magic.
2. There are e.g. "sfxbnd_m11.ffxbnd.dcx" which are the map sfx.
3. There are e.g. "sfxbnd_c3750.ffxbnd.dcx" which are the sfx for special enemies.
After you unpacked one there are some folders:
- "tex" which holds the textures as .tpf files, can be (unp)packed
- "model" which holds the models as .flver files, can only be converted/exported/imported
- "effect" which holds the .fxr files
- "hkx" which holds the animation files
- "ResourceList" which holds files with the same ID as the .fxr files, they need to include the .tif and .sib file names (actually refers to .tpf and .flver files) which the .fxr file uses or they aren't loaded when the sfx is called
The .fxr files determine how the sfx looks like. To edit them you need to convert them with WitchyBND or FXR3 to .xml and back to .fxr (and repack the folder as well as adding the entries in the bnd .xml for your additional .fxr files).
References
These sheets contain all the calls of the fxr file which are explained in the example further down.
Spell sfx example
To give an overview you can convert a spell .fxr file e.g. Black Flame: f000524540.ffx -> f000524540.fxr.xml and then open it with Notepad++. In Notepad++ collapse all sections so it looks like this:
Overview
[WIP]