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Model Effects

Model effects apply visual shader modifications to entity models, creating effects like freezing, burning, poisoning, and highlighting. They animate color transitions, add bloom highlights, and apply post-processing to models.

  • DirectoryAssets/Server/Entity/ModelVFX/
    • DirectoryStatus Effects/
      • Burn.json
      • Freeze.json
      • Poison.json
      • Stoneskin.json
      • Death.json
    • DirectoryItem Rarity/
      • Drop_Legendary.json
      • Drop_Epic.json
      • Drop_Rare.json
      • Drop_Uncommon.json
    • DirectoryWeapon Abilities/
      • Dagger_Dash.json
      • Dagger_Signature.json
      • Mace_Signature.json
      • Sword_Signature_Status.json
      • Bow_Signature_Status.json
      • Crossbow_Signature_Status.json
    • DirectorySpecial/
      • Creative.json
      • Creative_Tool.json
      • Intangible.json
      • Intangible_Dark.json
      • Portal_Teleport.json
      • Trinket.json
      • Trinket_Empowered.json
FieldTypeDescription
SwitchTostringTarget effect mode
EffectDirectionstringDirection of effect animation
AnimationDurationfloatDuration in seconds
AnimationRangeobjectRange of animation coverage {X, Y}
HighlightColorstringHighlight edge color (hex)
HighlightThicknessfloatWidth of highlight edge
UseBloomOnHighlightboolEnable bloom on highlight
PostColorstringFinal tint color (hex)
PostColorOpacityfloatOpacity of post-color (0-1)
FieldTypeDescription
NoiseScaleobjectNoise texture scale {X, Y}
NoiseScrollSpeedobjectNoise scroll velocity {X, Y}
UseProgessiveHighlightboolEnable progressive highlight
FieldTypeDescription
CurveTypestringAnimation easing curve
LoopOptionstringLoop behavior
ModeDescription
DisappearDisappear/dissolve effect (default)
PostColorApply post-processing color tint
DistortionVisual distortion effect
TransparencyTransparency/fade effect
DirectionDescription
NoneNo directional animation (default)
BottomUpEffect animates from bottom to top
TopDownEffect animates from top to bottom
ToCenterEffect animates inward toward center
FromCenterEffect animates outward from center
OptionDescription
PlayOncePlay animation once (default)
LoopContinuously repeat animation
LoopMirrorLoop with alternating forward/reverse playback
CurveDescription
LinearLinear interpolation (default)
QuartInQuartic ease-in animation
QuartOutQuartic ease-out animation
QuartInOutQuartic ease-in-out animation

Creates a crystalline ice overlay with cyan/white tint.

Freeze.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 0.7,
"AnimationRange": {
"Y": 0.58
},
"HighlightColor": "#84ceff",
"UseBloomOnHighlight": false,
"NoiseScale": {
"X": 200.0,
"Y": 250.0
},
"PostColorOpacity": 1.0,
"UseProgessiveHighlight": true,
"NoiseScrollSpeed": {
"Y": -0.1,
"X": 0.02
},
"PostColor": "#e3fbff",
"HighlightThickness": 1.0
}

Key features:

  • Cyan highlight (#84ceff) with icy post-color (#e3fbff)
  • High noise scale - Creates crystalline texture
  • Progressive highlight - Gradual frost effect
  • Slow scroll - Subtle shimmer animation

Creates a charred appearance with orange glow.

Burn.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 6.0,
"AnimationRange": {
"Y": 1.0
},
"HighlightColor": "#ff9021",
"HighlightThickness": 0.3,
"UseBloomOnHighlight": true,
"NoiseScale": {
"X": 29.0,
"Y": 25.0
},
"PostColor": "#171313",
"PostColorOpacity": 0.792,
"UseProgessiveHighlight": true
}

Key features:

  • Orange highlight with bloom - Glowing ember effect
  • Dark post-color (#171313) - Charred appearance
  • Long duration (6s) - Gradual burn progression
  • Full range (Y: 1.0) - Covers entire model

Creates a sickly green overlay.

Poison.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 6.0,
"AnimationRange": {
"Y": 1.0
},
"HighlightColor": "#33aa33",
"HighlightThickness": 0.3,
"UseBloomOnHighlight": true,
"NoiseScale": {
"X": 29.0,
"Y": 25.0
},
"PostColor": "#082008",
"PostColorOpacity": 0.792,
"UseProgessiveHighlight": true
}

Similar to burn but with green tones for poison effect.

Creates a rocky/petrified appearance.

Stoneskin.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 0.7,
"AnimationRange": {
"Y": 0.58
},
"HighlightColor": "#72745e",
"UseBloomOnHighlight": false,
"NoiseScale": {
"X": 200.0,
"Y": 250.0
},
"PostColorOpacity": 1.0,
"UseProgessiveHighlight": true,
"NoiseScrollSpeed": {
"Y": -0.1,
"X": 0.02
},
"PostColor": "#888c8d",
"HighlightThickness": 1.0
}

Key features:

  • Gray/brown tones - Rocky texture
  • No bloom - Solid stone appearance
  • High noise - Rough surface texture

Creates a glowing golden highlight for legendary items.

Drop_Legendary.json
{
"SwitchTo": "PostColor",
"PostColorOpacity": 0.0,
"NoiseScale": {
"X": 1.0,
"Y": 1.0
},
"AnimationDuration": 1.0,
"EffectDirection": "BottomUp",
"AnimationRange": {
"Y": 1.0
},
"UseBloomOnHighlight": true,
"HighlightThickness": 5.0,
"HighlightColor": "#ffdb91",
"LoopOption": "Loop"
}

Key features:

  • Thick highlight (5.0) - Prominent glow
  • Golden color (#ffdb91)
  • Bloom enabled - Bright shine
  • Looping - Continuous effect
  • No post-color - Preserves original model colors

Quick transition effect for dash abilities.

Dagger_Dash.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 0.4,
"NoiseScale": {
"X": 20.0,
"Y": 20.0
},
"PostColorOpacity": 0.304,
"CurveType": "QuartOut",
"HighlightThickness": 0.0,
"UseBloomOnHighlight": false,
"HighlightColor": "#8ea1aa",
"PostColor": "#a7e8ff"
}

Key features:

  • Fast animation (0.4s)
  • Eased curve (QuartOut) - Smooth finish
  • No highlight - Just color tint
  • Light blue tint - Ethereal dash effect

Ghost-like transparency effect.

Intangible.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 0.4,
"NoiseScale": {
"X": 20.0,
"Y": 20.0
},
"PostColorOpacity": 0.304,
"CurveType": "QuartOut",
"HighlightThickness": 0.0,
"UseBloomOnHighlight": false,
"HighlightColor": "#8ea1aa",
"PostColor": "#a7e8ff"
}

Simple highlight for death state.

Death.json
{
"AnimationDuration": 4.0,
"HighlightColor": "#c7c7ad"
}

Quick flash for teleportation.

Portal_Teleport.json
{
"HighlightColor": "#2becff",
"AnimationDuration": 0.3
}

Special effect for creative mode entities.

Creative.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 0.2,
"AnimationRange": {
"Y": 0.4
},
"HighlightColor": "#84ceff",
"UseBloomOnHighlight": true,
"NoiseScale": {
"X": 200.0,
"Y": 250.0
},
"PostColorOpacity": 0.0,
"UseProgessiveHighlight": false,
"NoiseScrollSpeed": {
"Y": -0.1,
"X": 0.02
},
"HighlightThickness": 1.0,
"LoopOption": "PlayOnce"
}

Key features:

  • Quick animation (0.2s)
  • Cyan glow with bloom
  • Play once - Single pulse effect
EffectColorsUse Case
FreezeCyan/WhiteIce damage, frozen state
BurnOrange/BlackFire damage
PoisonGreen/Dark greenPoison damage over time
StoneskinGray/BrownPetrification, defense buff
EffectColorRarity
Drop_LegendaryGold (#ffdb91)Legendary items
Drop_EpicPurpleEpic items
Drop_RareBlueRare items
Drop_UncommonGreenUncommon items
EffectUse Case
Dagger_DashDagger dash ability
Dagger_SignatureDagger signature move
Mace_SignatureMace signature attack
IntangiblePhase/dodge ability
Intangible_DarkDark phase ability
MyPlugin_Effect_Highlight.json
{
"HighlightColor": "#ff0000",
"AnimationDuration": 0.5
}
MyPlugin_Effect_Electrified.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 0.3,
"AnimationRange": {
"Y": 1.0
},
"HighlightColor": "#00ffff",
"HighlightThickness": 0.5,
"UseBloomOnHighlight": true,
"NoiseScale": {
"X": 50.0,
"Y": 50.0
},
"NoiseScrollSpeed": {
"X": 0.5,
"Y": 0.5
},
"PostColor": "#001122",
"PostColorOpacity": 0.3,
"UseProgessiveHighlight": true
}
MyPlugin_Effect_Empowered.json
{
"SwitchTo": "PostColor",
"EffectDirection": "BottomUp",
"AnimationDuration": 1.5,
"AnimationRange": {
"Y": 1.0
},
"HighlightColor": "#ffaa00",
"HighlightThickness": 2.0,
"UseBloomOnHighlight": true,
"PostColorOpacity": 0.0,
"LoopOption": "Loop"
}
MyPlugin_Effect_Dash.json
{
"SwitchTo": "PostColor",
"AnimationDuration": 0.25,
"CurveType": "QuartOut",
"HighlightColor": "#ffffff",
"HighlightThickness": 0.0,
"PostColor": "#88ccff",
"PostColorOpacity": 0.4,
"UseBloomOnHighlight": false
}
  1. Match duration to gameplay - Status effects should be visible but not distracting
  2. Use bloom sparingly - Excessive bloom can be overwhelming
  3. Consider readability - Effects shouldn’t obscure important visual information
  4. Test noise scales - Higher values create more detailed patterns
  5. Use progressive highlight - Creates natural spread effects
  6. Loop for persistent states - Use Loop for ongoing effects
  7. Short duration for abilities - Quick flashes for action feedback