This section will go over the various spell visual effects you can find in spell data files. These effects will usually be in UUID format, that link to MultiEffectInfos, or MEI
s. You can find more information on MEI
s [here](Link Here). Note, not all visual effect types will apply to all spell types.
For the PrepareEffect, this is the initial visual effect and idling visual effect played by the spell during target selection. There are some cases, and conditions that will negate a prepare effect, causing the visuals to skip straight to the next effect in the sequence.
Example: data "PrepareEffect" "3044bca0-7b0e-4d65-9b15-f586f5d58388"
CastEffect is the visual effects that will occur once the target has been confirmed.
Example: data "CastEffect" "2ca60442-a034-4da4-ac6d-52954c231b20"
This is the visual effect that will occur when the spell connects to the target. It can sometimes be confused for TargetEffect, however, these effects are often meant to simply register impact effects with the visuals themselves.
Example: data "HitEffect" "2ca60442-a034-4da4-ac6d-52954c231b20"
This will be the visual effects that occur at the target of the spell, whether it be an object or character.
Example: data "TargetEffect" "2ca60442-a034-4da4-ac6d-52954c231b20"
This is the visual effect that happens to the area around the target of the spell.
Example: data "PositionEffect" "2ca60442-a034-4da4-ac6d-52954c231b20"
This particular visual effect is only used by spells that have beam effects attached to the primary particle of the spell.
Example: data "BeamEffect" "2ca60442-a034-4da4-ac6d-52954c231b20"
I will include a brief summary of some additional visual effect components here.